hands0medevil wrote: »Awesome idea but been discussed many times and probably led us to CP nerf. Because what is the point in making solo content more difficult when we can nerf op players. It's faster, more simple and will satisfy current core client... I mean player base.
hands0medevil wrote: »...been discussed many times and probably led us to CP nerf. Because what is the point in making solo content more difficult when we can nerf op players.
SilverBride wrote: »hands0medevil wrote: »...been discussed many times and probably led us to CP nerf. Because what is the point in making solo content more difficult when we can nerf op players.
Exactly.
I don't know why anyone thinks overland and all its components should be veteran difficulty. No other successful MMO has hard base game zones. These zones are for leveling and telling a story and are not end game.
Classic WoW has hard base game zones. Leveling was actually somewhat challenging. It's a big part as to why its return was such a success.
Um yeah they were - they hit a LOT harder and players definitely did less damage & had less resources to spend on abilities - I know because I played it.SilverBride wrote: »Classic WoW has hard base game zones. Leveling was actually somewhat challenging. It's a big part as to why its return was such a success.
No it doesn't. I played WoW from launch, and while it took a lot longer to get around and earn gold and be able to ride a mount, the mobs weren't any harder.
No, there shouldn't be a veteran mode for those. Especially not with higher rewards. The why is mostly about newer players being able to find help with their delve/public dungeon/group delves. If there would be a veteran mode, this would be harder to do for them.
But lets be honest... you guys don't want a veteran mode. You just want higher rewards for the same content you are doing now. We can already see this in regular dungeons. Both normals and veterans give the same amount of transmutation crystals, and we can see which mode most 'elite' players choose. They still go normal, as the rewards are the same. So this is not about difficulty.
And besides that, most experienced players run through everything in delves/public dungeons/group delves anyways. Dragging the whole area after them. So the difficulty does not matter to them. Veteran or regular mobs following them, they won't stop.
Agenericname wrote: »No, there shouldn't be a veteran mode for those. Especially not with higher rewards. The why is mostly about newer players being able to find help with their delve/public dungeon/group delves. If there would be a veteran mode, this would be harder to do for them.
But lets be honest... you guys don't want a veteran mode. You just want higher rewards for the same content you are doing now. We can already see this in regular dungeons. Both normals and veterans give the same amount of transmutation crystals, and we can see which mode most 'elite' players choose. They still go normal, as the rewards are the same. So this is not about difficulty.
And besides that, most experienced players run through everything in delves/public dungeons/group delves anyways. Dragging the whole area after them. So the difficulty does not matter to them. Veteran or regular mobs following them, they won't stop.
If I were new, and when I was, I wouldn't want high level characters around typically. I want to play the game, not follow high level players and the trail of dead bodies they leave behind.
SilverBride wrote: »hands0medevil wrote: »...been discussed many times and probably led us to CP nerf. Because what is the point in making solo content more difficult when we can nerf op players.
Exactly.
I don't know why anyone thinks overland and all its components should be veteran difficulty. No other successful MMO has hard base game zones. These zones are for leveling and telling a story and are not end game.
No, there shouldn't be a veteran mode for those. Especially not with higher rewards. The why is mostly about newer players being able to find help with their delve/public dungeon/group delves. If there would be a veteran mode, this would be harder to do for them.
But lets be honest... you guys don't want a veteran mode. You just want higher rewards for the same content you are doing now. We can already see this in regular dungeons. Both normals and veterans give the same amount of transmutation crystals, and we can see which mode most 'elite' players choose. They still go normal, as the rewards are the same. So this is not about difficulty.
And besides that, most experienced players run through everything in delves/public dungeons/group delves anyways. Dragging the whole area after them. So the difficulty does not matter to them. Veteran or regular mobs following them, they won't stop.
zharkovian wrote: »Yes, just add a switch into options to do 50% damage, that'll work.
These threads almost always start saying wouldn't it be fun if...
Then it becomes and give us better rewards.
The reward would be the more engaging combat. If you increase rewards much that creates unwanted and not needed animosity among players that are unable or unwilling to do the content. If they are only a bit better then really what is the point of raising them. I wouldn't mind veteran instances of public dungeons but they shouldn't come with better rewards.
Because the game is designed around incentive. They’re not going to implement a difficulty slider without incentive. Just look at Dungeons & Trials
Sure a small population might play it (like myself) because they’d be more engaged - that said - if ZOS is going to get serious in investing resources in this kind of project then they want to maximize participation numbers.
That's the thing when coming up with new activities, there has to be more than one specific appeal to make it worth developing & playing.
Because not everyone is motivated by only challenge, plenty do it for reward. No one is pretending otherwise.
Just like any activity, give various reasons for players to participate.
That’s how the rest of the game works and I seriously doubt they’d make an exception here.
People are proposing a system that is well implemented into the rest of the game, thus operates much like everything else does.
Reward given is appropriate to the difficulty of that activity. That's how the game works.
There's Easy Overland - and Hardcore Endgame which is predominantly Group Content, with very few being for solo players. Not much of a middle ground.Plenty of difficult pve content already, overland is fine.
These threads almost always start saying wouldn't it be fun if...
Then it becomes and give us better rewards.
The reward would be the more engaging combat. If you increase rewards much that creates unwanted and not needed animosity among players that are unable or unwilling to do the content. If they are only a bit better then really what is the point of raising them. I wouldn't mind veteran instances of public dungeons but they shouldn't come with better rewards.
Like I said before...Because the game is designed around incentive. They’re not going to implement a difficulty slider without incentive. Just look at Dungeons & Trials
Sure a small population might play it (like myself) because they’d be more engaged - that said - if ZOS is going to get serious in investing resources in this kind of project then they want to maximize participation numbers.
That's the thing when coming up with new activities, there has to be more than one specific appeal to make it worth developing & playing.
Because not everyone is motivated by only challenge, plenty do it for reward. No one is pretending otherwise.
Just like any activity, give various reasons for players to participate.
That’s how the rest of the game works and I seriously doubt they’d make an exception here.
People are proposing a system that is well implemented into the rest of the game, thus operates much like everything else does.
Reward given is appropriate to the difficulty of that activity. That's how the game works.
These threads almost always start saying wouldn't it be fun if...
Then it becomes and give us better rewards.
The reward would be the more engaging combat. If you increase rewards much that creates unwanted and not needed animosity among players that are unable or unwilling to do the content. If they are only a bit better then really what is the point of raising them. I wouldn't mind veteran instances of public dungeons but they shouldn't come with better rewards.
Like I said before...Because the game is designed around incentive. They’re not going to implement a difficulty slider without incentive. Just look at Dungeons & Trials
Sure a small population might play it (like myself) because they’d be more engaged - that said - if ZOS is going to get serious in investing resources in this kind of project then they want to maximize participation numbers.
That's the thing when coming up with new activities, there has to be more than one specific appeal to make it worth developing & playing.
Because not everyone is motivated by only challenge, plenty do it for reward. No one is pretending otherwise.
Just like any activity, give various reasons for players to participate.
That’s how the rest of the game works and I seriously doubt they’d make an exception here.
People are proposing a system that is well implemented into the rest of the game, thus operates much like everything else does.
Reward given is appropriate to the difficulty of that activity. That's how the game works.
I know what was said before and I think it is a bad idea to add tiers of rewards to content that already exists. These threads most always start as a way to increase the enjoyment of the game and within a post or two the caveat of better rewards gets thrown in.
Giving better rewards based on settings on a slider would be really bad. If two players are fighting one boss and one has his slider set to difficult why should he expect a better reward? Could be that the other player does most of the damage so why should he not get an equal reward.
With a vet instance of public dungeons I could see XP being based on the difficulty of the foes you face but no extra rewards beyond that. ZoS doesn't want to make the rewards so much better that players feel they need to go the vet route even if they wouldn't enjoy it for fear of missing out on rewards.
That could lead to ill feelings. Giving a reward that is only a bit better would have those doing the harder content complaining that they are not good enough to justify the jump up in difficulty. And you have the players that would try to tag along in the vet content hoping to piggy back others killing things for the better rewards.
Better to leave the rewards out so they don't become a focus of why we do the content. Instead let the challenge and the fun be the focus.
Have you been playing? That is a major focus on why people do content. Is Challenge the sole focus for Dungeons & Trials? Depends on the player. Some do it for challenge, many do it for reward. - Like I said it is about making it appealing to more than just one type of player."Better to leave the rewards out so they don't become a focus of why we do the content."
These threads almost always start saying wouldn't it be fun if...
Then it becomes and give us better rewards.
The reward would be the more engaging combat. If you increase rewards much that creates unwanted and not needed animosity among players that are unable or unwilling to do the content. If they are only a bit better then really what is the point of raising them. I wouldn't mind veteran instances of public dungeons but they shouldn't come with better rewards.
Like I said before...Because the game is designed around incentive. They’re not going to implement a difficulty slider without incentive. Just look at Dungeons & Trials
Sure a small population might play it (like myself) because they’d be more engaged - that said - if ZOS is going to get serious in investing resources in this kind of project then they want to maximize participation numbers.
That's the thing when coming up with new activities, there has to be more than one specific appeal to make it worth developing & playing.
Because not everyone is motivated by only challenge, plenty do it for reward. No one is pretending otherwise.
Just like any activity, give various reasons for players to participate.
That’s how the rest of the game works and I seriously doubt they’d make an exception here.
People are proposing a system that is well implemented into the rest of the game, thus operates much like everything else does.
Reward given is appropriate to the difficulty of that activity. That's how the game works.
I know what was said before and I think it is a bad idea to add tiers of rewards to content that already exists. These threads most always start as a way to increase the enjoyment of the game and within a post or two the caveat of better rewards gets thrown in.
Giving better rewards based on settings on a slider would be really bad. If two players are fighting one boss and one has his slider set to difficult why should he expect a better reward? Could be that the other player does most of the damage so why should he not get an equal reward.
With a vet instance of public dungeons I could see XP being based on the difficulty of the foes you face but no extra rewards beyond that. ZoS doesn't want to make the rewards so much better that players feel they need to go the vet route even if they wouldn't enjoy it for fear of missing out on rewards.
That could lead to ill feelings. Giving a reward that is only a bit better would have those doing the harder content complaining that they are not good enough to justify the jump up in difficulty. And you have the players that would try to tag along in the vet content hoping to piggy back others killing things for the better rewards.
Better to leave the rewards out so they don't become a focus of why we do the content. Instead let the challenge and the fun be the focus.
Well first off, you are assuming that two players with different difficulty settings (Normal & Veteran) would be in the same instance. - That would never work. - No wonder you think it is a terrible idea. You are thinking of a different system than what others are thinking of.
They would have to be in separate instances.
If the goal is to make overland and delves engaging & challenging then there is no way they could share the same instance. Not only would there have to be changes to enemy stats but also mechanics as well.
Secondly,Have you been playing? That is a major focus on why people do content. Is Challenge the sole focus for Dungeons & Trials? Depends on the player. Some do it for challenge, many do it for reward. - Like I said it is about making it appealing to more than just one type of player."Better to leave the rewards out so they don't become a focus of why we do the content."
Third, to say that ZOS should not implement any kind of reward system for fear that it won't be perfect doesn't really make a whole lot of sense.
If they didn't put anything out unless it was perfect, or for fear of "what could happen", then we wouldn't have a game in the first place.
These threads almost always start saying wouldn't it be fun if...
Then it becomes and give us better rewards.
The reward would be the more engaging combat. If you increase rewards much that creates unwanted and not needed animosity among players that are unable or unwilling to do the content. If they are only a bit better then really what is the point of raising them. I wouldn't mind veteran instances of public dungeons but they shouldn't come with better rewards.
Like I said before...Because the game is designed around incentive. They’re not going to implement a difficulty slider without incentive. Just look at Dungeons & Trials
Sure a small population might play it (like myself) because they’d be more engaged - that said - if ZOS is going to get serious in investing resources in this kind of project then they want to maximize participation numbers.
That's the thing when coming up with new activities, there has to be more than one specific appeal to make it worth developing & playing.
Because not everyone is motivated by only challenge, plenty do it for reward. No one is pretending otherwise.
Just like any activity, give various reasons for players to participate.
That’s how the rest of the game works and I seriously doubt they’d make an exception here.
People are proposing a system that is well implemented into the rest of the game, thus operates much like everything else does.
Reward given is appropriate to the difficulty of that activity. That's how the game works.
I know what was said before and I think it is a bad idea to add tiers of rewards to content that already exists. These threads most always start as a way to increase the enjoyment of the game and within a post or two the caveat of better rewards gets thrown in.
Giving better rewards based on settings on a slider would be really bad. If two players are fighting one boss and one has his slider set to difficult why should he expect a better reward? Could be that the other player does most of the damage so why should he not get an equal reward.
With a vet instance of public dungeons I could see XP being based on the difficulty of the foes you face but no extra rewards beyond that. ZoS doesn't want to make the rewards so much better that players feel they need to go the vet route even if they wouldn't enjoy it for fear of missing out on rewards.
That could lead to ill feelings. Giving a reward that is only a bit better would have those doing the harder content complaining that they are not good enough to justify the jump up in difficulty. And you have the players that would try to tag along in the vet content hoping to piggy back others killing things for the better rewards.
Better to leave the rewards out so they don't become a focus of why we do the content. Instead let the challenge and the fun be the focus.
Well first off, you are assuming that two players with different difficulty settings (Normal & Veteran) would be in the same instance. - That would never work. - No wonder you think it is a terrible idea. You are thinking of a different system than what others are thinking of.
They would have to be in separate instances.
If the goal is to make overland and delves engaging & challenging then there is no way they could share the same instance. Not only would there have to be changes to enemy stats but also mechanics as well.
Secondly,Have you been playing? That is a major focus on why people do content. Is Challenge the sole focus for Dungeons & Trials? Depends on the player. Some do it for challenge, many do it for reward. - Like I said it is about making it appealing to more than just one type of player."Better to leave the rewards out so they don't become a focus of why we do the content."
Third, to say that ZOS should not implement any kind of reward system for fear that it won't be perfect doesn't really make a whole lot of sense.
If they didn't put anything out unless it was perfect, or for fear of "what could happen", then we wouldn't have a game in the first place.
I mentioned that a slider would not work because players with different settings on their slider could be on the same boss. If you had different instances for vet and normal why would you need a slider. You mentioned the slider and I offered my opinion on why a slider would not work.
I know exactly what others are thinking. You mentioned the slider and a slider is not what others have talked about so I commented on the slider specifically. I have also expressed my opinions on separate instances in many many threads.
They already did that with dungeons when they were given Normal & Veteran difficultiesYou are misconstruing what I am saying. I am not saying same rewards for different levels of difficulty. I am saying adding different tiers of rewards to existing content would be a bad idea. Especially bad for the base content. I never once suggested ZoS should not implement some kind of reward system. Again I said it would be a bad idea to put one in for content that already exists.
And many don't because they find it boring overall. Both Vet & New.Many players enjoy the base content of the game.
So they would be incentivized to try it out? Ok. it is still a choice.Some of those players would be compelled to try a more difficult level if it gave better rewards as they would feel they are missing out.
Well that is certainly not true for everyone.This would lead to them not enjoying the game as much as they do now.
What is basic human behavior is enjoying overcoming challenge and resistance.That is just basic human behavior.
OR the player is now motivated and incentivized to get better at the game to participate in harder difficulties & get better rewards. That is the cycle that the game uses.The only way to alleviate the bad feelings would be to make the rewards only slightly better to such a level there really is no difference.
Reward & Gameplay go hand-in-hand. You cannot have one without the other. Earning a reward is part of the experience.If rewards stay the same players that want a better fight get it and players that just want to do the content easy can do that without feeling they are missing something. The fun of the experience is the focus.
I'm sorry that is very naive. You cannot make an activity that appeals ONLY to one specific niche. It has to have more than one reason for playing. That's how all activities are designed. There are plenty of us who love challenge and there are plenty that love getting that reward - you have to appeal to both. ZOS knows this because that is how they designed the game.If they did give us a vet instance for delves, public dungeons and other content players would join just for the extra challenge.
Another problem with separate instances in the zones themselves is the possibility of zones appearing abandoned and empty. The game needs to appear to be well populated with players for it to remain appealing as an MMO.
Yeah and I would too but I am a niche - and I consider it naive to say that ZOS would make an activity for a specific niche and no reward for either the niche or the average curious player (that goes against their design of the whole game; added difficulty = added reward)Except many many players have actually said they would play in a more difficult area even if the rewards for doing so were no better. Not just one or two players.
The problems you listed I don't consider problems because that is not how I see things happening. They are non-existent to insignificant "issues".So why bring extra rewards and the problems they could cause
That is what you assumed - and a rather careless assumption at that - what you did not consider, or ask, was if each setting on that slider transferred the player to a separate instance.The absolute only reason to have a slider is to allow players to change difficulties for themselves in the same instance others might choose not to.
and I am saying I do not see the problem - in fact it would add value to the overall game and not just specifically new content.I still believe it would be a mistake to give better rewards in content that already exists.
Do you feel "compelled" to do dungeons? Do people feel compelled for that content - or do they feel incentivized to participate?Don't make those who do not want the harder content feel compelled to do it anyway through increased rewards
You said that players who don't participate in the vet difficulty will feel that they missed out on the experience because they got a lesser reward compared to those who played the harder difficulty. Therefore you consider earning a reward part of the gameplay experience, and therefore part of the fun.I have never said the rewards are part of the fun. If something I typed suggests that then I was not being clear.
No, it doesn't....It is because it went the other direction that it is controversial. That is definitely not the same principle.People are still bitter about the change to weapons drops in Maelstrom arena. Sure that goes the other direction but same principle applies.
And same can be said for those who play the veteran instance. Nothing is preventing them from playing that content. It is their choice. If their character is not strong enough yet - then now they will have added incentive to get better.All players that participated were able to get the same rewards.
This is my point exactly. ZOS designs content to maximize participation. They do not rely solely on fun gameplay - they give an added incentive for players to participate. If they were ever to implement difficulty setting for Overland/Delves you can bet your bottom dollar that they would implement an incentive system across the board.Good example of this is the number of players that towards the end of the last event were completely over the crafting on every player they have but made sure not to miss a night because of the boxes.
No one is asking for it to be as hard as a trial. They are asking that it not be mind-numbingly boring. They are asking to be engaged. This "it will never be challenging enough to satisfy" is frankly ridiculous because there is obviously a better difficulty than "Starter Island" which is where basically everything is at.If the content is at a level that new players can do it the difficulty will not be anywhere near high enough to make the more experiences players happy.
Some will, sure, but if ZOS wants to maximize participants. (which they would) They will do what they always have done and have added incentive & reward to encourage people to play. This is how they do it.People that want the harder content will play it without the better rewards.
It is not just about bring them back. It is also about getting new people interested. Like I said before - You cannot make an activity that satiates one specific desire, the activity has to have multiple reasons to play again and again and again.Extra rewards wouldn't be needed to bring them back.
What I am telling you is that this "distinction" is irrelevant, and is arbitrary, because the interest that it would raise for the average player is likely far greater than the supposed alienation.Adding tiers to content that has existed since the beginning isn't a good idea. New content is a different matter and you are failing to see the distinction.
Tommy_The_Gun wrote: »No problem with harder content....
...But...
I would absolutely HATE to have to farm overland gear again to add it to collections, just because it will be perfected, with no auto-upgrade.