Because the current way, the difficulty is the same for everyone, noone is at an advantage. When there is a difficulty slider, players will put it the easiest for some activities(like farming resources) and the hardest for any possible rewards(questing). And any higher difficulty should not have higher rewards as well!
It also ruins the path of progression, as now we are feeling our characters become stronger. A difficultyslider would remove this. Making mudcrabs tougher than molag bal is not a good thing.
Because the current way, the difficulty is the same for everyone, noone is at an advantage. When there is a difficulty slider, players will put it the easiest for some activities(like farming resources) and the hardest for any possible rewards(questing). And any higher difficulty should not have higher rewards as well!
It also ruins the path of progression, as now we are feeling our characters become stronger. A difficultyslider would remove this. Making mudcrabs tougher than molag bal is not a good thing.
AlexanderDeLarge wrote: »Proposal: A slider that changes difficulty.
AlexanderDeLarge wrote: »Proposal: Dedicated vet difficulty server.
DukeCybran wrote: »Those who crave more difficulty without scaling rewards are free to strip their gear off.
Why bother to ruin every casual player's experience?
LOL
Everytime I suggest that players self nerf with gear or rotation choices the masses rise up against me. The hew and cry of how they made their character super strong, so ZOS needs to make their game strong is deafening.
Now, another game is providing a slider to just what i have been suggesting for 20 years, in all kinds of RPGs, choosing to Nerf your own character to give you the game experience you want. And people are happy.
You can nerf your own character already.
DukeCybran wrote: »Those who crave more difficulty without scaling rewards are free to strip their gear off.
Why bother to ruin every casual player's experience?
martinhpb16_ESO wrote: »
Many many players dont struggle.
Many many players want a difficulty slider
Difficulty slider means many many many players set the game at a level that is fun for them
Kiralyn2000 wrote: »LOL
Everytime I suggest that players self nerf with gear or rotation choices the masses rise up against me. The hew and cry of how they made their character super strong, so ZOS needs to make their game strong is deafening.
Now, another game is providing a slider to just what i have been suggesting for 20 years, in all kinds of RPGs, choosing to Nerf your own character to give you the game experience you want. And people are happy.
You can nerf your own character already.
Yeah, I remember those arguments on the old Skyrim forums.
"It's too easy, everything is so weak against my Perfectly Leveraged Crafting Exploits!"
"Maybe don't do the crafting cycle to make yourself uber strong?"
"HOW DARE YOU SUGGEST I SELF NERF!!1!1!1one!"
..and honestly, I don't see a difficulty slider like that making much difference for the endgame pros. They're used to all sorts of mechanics & things from hardmode dungeons and trials. The overland mobs don't do all those mechanics, nerfing your damage & buffing the monsters will just make the fights longer, not harder. They'll still be the same small groups doing the same overland attacks, it'll just take more hits to put them down.
(Just like all the other games that have done similar things. If you find it easy to dodge the enemy's attacks now, you'll still find it easy afterwards. You'll just have to dodge them a few more times, while you beat on the damage sponge.)
Dagoth_Rac wrote: »I really think there are only 2 ways to do this:
1). Veteran overland instances. Splits player base, but guarantees that everyone involved is truly taking on difficult content. Runs the risk of difficult areas being dead, like old "Veteran Rank" overland zones were empty or old Craglorn overland was always empty.
2). Difficulty slider, but no change at all in XP, gold, or loot. No incentive to cheese it or exploit it. It would simply be about increased challenge. But not sure how much people want increased challenge. Seems like they mostly want gold, XP, and phat loot.
I would never expect ZOS to do the first one. They spent a lot of time merging the player base, and they brag about it, so I don't expect they will ever reverse that.
The problem with "same loot, same XP" is that it removes game play incentive to move that slider to "HARD". Who wants to spend 2x the time, and die while doing it, for the same reward? I guarantee you people would be lined up in here complaining about how ZOS "missed the mark" over something like that.
The core issue I see with a "difficulty slider" in this game is that the bulk of the players that know about it will put it on EASY, which is how the game is now, and never touch it again. My impression is that the players who need this are far too invested in "DPS numbers" to watch their character outgoing damage be nerfed by this slider. Of course, that changes as soon as some "hard mode exploit" is found, but that is a different issue.
Because the current way, the difficulty is the same for everyone, noone is at an advantage. When there is a difficulty slider, players will put it the easiest for some activities(like farming resources) and the hardest for any possible rewards(questing). And any higher difficulty should not have higher rewards as well!
It also ruins the path of progression, as now we are feeling our characters become stronger. A difficultyslider would remove this. Making mudcrabs tougher than molag bal is not a good thing.
alberichtano wrote: »The problem with "same loot, same XP" is that it removes game play incentive to move that slider to "HARD". Who wants to spend 2x the time, and die while doing it, for the same reward? I guarantee you people would be lined up in here complaining about how ZOS "missed the mark" over something like that.
"Who wants to spend 2x the time, and die while doing it, for the same reward?"
Well, apparently a lot of people. I am knew to the forums and I have already read quite a few threads about this. Mind you, I am not one of them, just saying that there are a lot of people who say that they don't care about the rewards, they just want it to be harder.
sidebyside wrote: »I am a LOTRO founder and remember how the game evolved until I left it in 2014 for this one.
It used to be a really difficult game until they repeatedly raised the level to a point that it was useless to play early content.
I won't even mention WB various offences against their most loyal players who started to abandon game en masse.
So I suspect that whatever they do to make the basic content a bit more of a challenge will be greeted with positive reviews from those who still play it.