Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
Viewsfrom6ix wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Most people here want optional harder story or overland content like normal and bet for dungeons and trials. So relax, you won't be affected.
That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?
Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.
Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.
What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.
All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
Ken_Koerperich wrote: »Viewsfrom6ix wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Most people here want optional harder story or overland content like normal and bet for dungeons and trials. So relax, you won't be affected.
That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?
Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.
Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.
What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.
All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
Thanks!
You explained better than I did...
Let's see how many "bash" you for it...
ROFL!
I wish the writing was better. Well mainly the quest design part of it. I think they should design them with more player agency involved and dialogue options. As a kind of a newer player since last year I want to relax and enjoy the quests, but I noticed there is repeating format and it gets kind of boring being the fetcher, collector, and delver with no personality. Just end up skipping through like everyone else seems too.
Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
and other people that want it harder have disagreed with this idea - so no, it is not the point of the thread. The only reason someone would come to this conclusion is if they ignored what everyone else said.
People have had different ideas on how it should work. Let's not paint everyone with a broad brush, K
Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
and other people that want it harder have disagreed with this idea - so no, it is not the point of the thread. The only reason someone would come to this conclusion is if they ignored what everyone else said.
People have had different ideas on how it should work. Let's not paint everyone with a broad brush, K
And yet, somehow, despite your assertions, it always comes back...to this. This one particular thing.
Snip continued
Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
and other people that want it harder have disagreed with this idea - so no, it is not the point of the thread. The only reason someone would come to this conclusion is if they ignored what everyone else said.
People have had different ideas on how it should work. Let's not paint everyone with a broad brush, K
And yet, somehow, despite your assertions, it always comes back...to this. This one particular thing.
Next to nobody would use a Hard Mode toggle if there weren't greater incentives for doing so, and even if the toggle-wanting sorts got their wish, the first thing we'd all be seeing roughly five minutes afterward is 'Those of us that play on Hard Mode should get better rewards!'
This isn't just an issue of extremely predictable moving goalposts - its expecting all of us to be so credulous and vacuous that we'd actually believe such things as you're claiming.
There is no reality in which human nature follows some other path. People do harder content because they want greater rewards, whether that comes in the form of gear, prestige, exclusive skins, achievements - all of the above.
Take those incentives away from, say, Vet dungeons and Vet trials...and watch pretty much nobody ever do them ever again.
Do you seriously think that people would ever do Vet Maelstrom if there weren't Perfected Malestrom weapons to be had or leaderboard ego fluff to shoot for? Incentives don't just matter - they're the be-all, end-all of why anyone does pretty much anything difficult at all, in game, in life - period.
So, the whole very noble-sounding premise that there's just some deluge of people that really-for-realsies only want more challenge and would be totally happy without greater incentives to entice and justify it sounds a lot to me like nonsense.
This will always be a discussion about Moar Harder for Moar Shinies no matter how veiled that foundational fact is being today. It was that the entire time, every time.
And yet, somehow, despite your assertions, it always comes back...to this. This one particular thing.
Next to nobody would use a Hard Mode toggle if there weren't greater incentives for doing so, and even if the toggle-wanting sorts got their wish, the first thing we'd all be seeing roughly five minutes afterward is 'Those of us that play on Hard Mode should get better rewards!'
Viewsfrom6ix wrote: »
Simple just like you said. Overland would have two instances. Anyone enabled vet would load into the vet overland instance and vice versa.
Yes, it would double the load on their servers but that is just a matter of money to solve.
Just like any other software challenges, throw more time, people and money at it and it will be completed.
Also I never said I wanted it. Just merely explaining what most people want from what I observed. I barely do any PvE nowadays.
AuraoftheAzureSea wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
and other people that want it harder have disagreed with this idea - so no, it is not the point of the thread. The only reason someone would come to this conclusion is if they ignored what everyone else said.
People have had different ideas on how it should work. Let's not paint everyone with a broad brush, K
And yet, somehow, despite your assertions, it always comes back...to this. This one particular thing.
Next to nobody would use a Hard Mode toggle if there weren't greater incentives for doing so, and even if the toggle-wanting sorts got their wish, the first thing we'd all be seeing roughly five minutes afterward is 'Those of us that play on Hard Mode should get better rewards!'
This isn't just an issue of extremely predictable moving goalposts - its expecting all of us to be so credulous and vacuous that we'd actually believe such things as you're claiming.
There is no reality in which human nature follows some other path. People do harder content because they want greater rewards, whether that comes in the form of gear, prestige, exclusive skins, achievements - all of the above.
Take those incentives away from, say, Vet dungeons and Vet trials...and watch pretty much nobody ever do them ever again.
Do you seriously think that people would ever do Vet Maelstrom if there weren't Perfected Malestrom weapons to be had or leaderboard ego fluff to shoot for? Incentives don't just matter - they're the be-all, end-all of why anyone does pretty much anything difficult at all, in game, in life - period.
So, the whole very noble-sounding premise that there's just some deluge of people that really-for-realsies only want more challenge and would be totally happy without greater incentives to entice and justify it sounds a lot to me like nonsense.
This will always be a discussion about Moar Harder for Moar Shinies no matter how veiled that foundational fact is being today. It was that the entire time, every time.
I don’t play harder difficulties for more rewards, so there’s one data point. I get nothing at all for playing Skyrim on Legendary and with combat mods other than the game lasting longer and being more engaging until I am inevitably overpowered. There’s a reason I restart and rarely finish play throughout and there’s a reason I ran around purposefully handicapped doing overland story quests so I could actually play without being bored.
It’s not us trying to be noble sounding. Enjoying harder content also doesn’t mean I think I’m better at games either - my SO is perfectly capable of playing and beating the same difficulty, they just don’t enjoy it because it frustrates them because we play games for different reasons.
Even in ESO I ran vets over normal because they are way more fun. The drops are the same and I had gotten every shoulder/head monster set imaginable a long time ago so as far as I was concerned the rewards for harder content was never any different. God nMA was so boring compared to vMA too! So much time waiting between rounds it’s not like normal was even that much faster.
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?
As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.
Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.
It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.
Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
Bad faith is a concept in negotiation theory whereby parties pretend to reason to reach settlement, but have no intention to do so, for example, one political party may pretend to negotiate, with no intention to compromise, for political effect.
AuraoftheAzureSea wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
and other people that want it harder have disagreed with this idea - so no, it is not the point of the thread. The only reason someone would come to this conclusion is if they ignored what everyone else said.
People have had different ideas on how it should work. Let's not paint everyone with a broad brush, K
And yet, somehow, despite your assertions, it always comes back...to this. This one particular thing.
Next to nobody would use a Hard Mode toggle if there weren't greater incentives for doing so, and even if the toggle-wanting sorts got their wish, the first thing we'd all be seeing roughly five minutes afterward is 'Those of us that play on Hard Mode should get better rewards!'
This isn't just an issue of extremely predictable moving goalposts - its expecting all of us to be so credulous and vacuous that we'd actually believe such things as you're claiming.
There is no reality in which human nature follows some other path. People do harder content because they want greater rewards, whether that comes in the form of gear, prestige, exclusive skins, achievements - all of the above.
Take those incentives away from, say, Vet dungeons and Vet trials...and watch pretty much nobody ever do them ever again.
Do you seriously think that people would ever do Vet Maelstrom if there weren't Perfected Malestrom weapons to be had or leaderboard ego fluff to shoot for? Incentives don't just matter - they're the be-all, end-all of why anyone does pretty much anything difficult at all, in game, in life - period.
So, the whole very noble-sounding premise that there's just some deluge of people that really-for-realsies only want more challenge and would be totally happy without greater incentives to entice and justify it sounds a lot to me like nonsense.
This will always be a discussion about Moar Harder for Moar Shinies no matter how veiled that foundational fact is being today. It was that the entire time, every time.
I don’t play harder difficulties for more rewards, so there’s one data point. I get nothing at all for playing Skyrim on Legendary and with combat mods other than the game lasting longer and being more engaging until I am inevitably overpowered. There’s a reason I restart and rarely finish play throughout and there’s a reason I ran around purposefully handicapped doing overland story quests so I could actually play without being bored.
It’s not us trying to be noble sounding. Enjoying harder content also doesn’t mean I think I’m better at games either - my SO is perfectly capable of playing and beating the same difficulty, they just don’t enjoy it because it frustrates them because we play games for different reasons.
Even in ESO I ran vets over normal because they are way more fun. The drops are the same and I had gotten every shoulder/head monster set imaginable a long time ago so as far as I was concerned the rewards for harder content was never any different. God nMA was so boring compared to vMA too! So much time waiting between rounds it’s not like normal was even that much faster.
And yet, I give you...the entirety of human history as accumulated evidence that, in overwhelmingly vast majority, people generally do things because they want the rewards, whatever those happen to be.
You say you're different; that the only reward you want is the joy of harder content.
I say...what are you doing here in this easytown MMO? This was never, on its most outrageous day, one of the difficult MMO's. Not ever. Not. Ever.
It was never going to be. There wasn't any hype about how this was going to be some Big Woo Oldskool MMO. There was never any whisper or suggestion that this was going to be some sort of hardcore wonderland.
Couple of games off the top of my head did try to play that angle. Wizardry Online and Wildstar.
They crashed and burned, because it turns out that there just aren't enough players that want that kind of game.
On the other hand, ESO is currently very comfortably popular and doing quite well, at least as far as player counts go.
As it turns out, nobody makes MMO's because they wanted to savor the challenge, and MMO studios and their publishers/owners expect these things to be profitable endeavors. They both expect and require fairly substantial profits when it comes to whether or not a game eventually gets the axe or gets invested in further and expanded upon with more content.
ESO has been getting regular content for years. There is no other indicator necessary to conclude that the game is comfortably profitable per the desires of its owners, as they keep authorizing continued investments into expanding its development.
Turns out, nobody does that unless they expect even greater returns on such investments. It's almost like this is a core motivator for pretty much all humans everywhere about almost everything or something.
So, ESO must be fine. You clearly aren't happy with the challenge you aren't finding here, but that really just begs the question...why are you here?
Per your own description of yourself and how ultra-hardcore you sound to be, how the heck did you wind up here in the first place?
What in all existence about any Elder Scrolls game led you to somehow believe that any of this was going to offer the kind of challenge you say you crave? I mean, I've played them all clear back to Arena when that was the new hotness and I can very confidently say that Elder Scrolls games are cheesetastic romps that anyone with two braincells can utterly break into unbalanced godmode-tier hilarity just by learning the systems and then abusing them.
No cheat codes or console commands required. Homey G-Funk, I can murder my way through Skyrim with an enchanted fork that deals thousands of damage per hit. No cheating required. Difficulty settings won't matter much when I render myself invincible with 20k health and a fork that can oneshot everything in the game, brought forth by learning the systems and figuring out how to loophole and generally abuse them.
This is part of the fun of an Elder Scrolls game though; breaking them terribly and doing absurd things. This goes clear back to at least Daggerfall, making your character absurdly overpowered and require the minimum XP to level by setting outrageous weaknesses that never actually get attacked, then farming your way to max rank in the mage's guild by repeatedly cheesing the guild quest and doing nothing but killing thieves in the basement so you never even have to leave the building, and THEN making enchanted items that cover for your outrageous weaknesses, rendering you an unkillable god with a few hours worth of effort.
And then you can farm Daedric gear by loitering in stores, stealing everything when the store is closed and selling it back to the same store while hopping and running around, thus skilling up several of your skills.
This is the legacy of Elder Scrolls. It's a whacky mix of Shedungent's password to skip the whole thing literally being 'Shut Up' and enchanted murderforks that deal 7k damage per hit wrapped in an unhealthy number of cliffracers and an unfortunate dearth of Patrick Stewart voicing more emperors.
I mean, its not like you're somehow unwelcome in an elderscrolls game, but with what you said about what you want out of a game...I mean, its like, how did you even get here? And why did you stay?
And do you really think this game is ever going to be the thing you wish it were?
AuraoftheAzureSea wrote: »Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
and other people that want it harder have disagreed with this idea - so no, it is not the point of the thread. The only reason someone would come to this conclusion is if they ignored what everyone else said.
People have had different ideas on how it should work. Let's not paint everyone with a broad brush, K
And yet, somehow, despite your assertions, it always comes back...to this. This one particular thing.
Next to nobody would use a Hard Mode toggle if there weren't greater incentives for doing so, and even if the toggle-wanting sorts got their wish, the first thing we'd all be seeing roughly five minutes afterward is 'Those of us that play on Hard Mode should get better rewards!'
This isn't just an issue of extremely predictable moving goalposts - its expecting all of us to be so credulous and vacuous that we'd actually believe such things as you're claiming.
There is no reality in which human nature follows some other path. People do harder content because they want greater rewards, whether that comes in the form of gear, prestige, exclusive skins, achievements - all of the above.
Take those incentives away from, say, Vet dungeons and Vet trials...and watch pretty much nobody ever do them ever again.
Do you seriously think that people would ever do Vet Maelstrom if there weren't Perfected Malestrom weapons to be had or leaderboard ego fluff to shoot for? Incentives don't just matter - they're the be-all, end-all of why anyone does pretty much anything difficult at all, in game, in life - period.
So, the whole very noble-sounding premise that there's just some deluge of people that really-for-realsies only want more challenge and would be totally happy without greater incentives to entice and justify it sounds a lot to me like nonsense.
This will always be a discussion about Moar Harder for Moar Shinies no matter how veiled that foundational fact is being today. It was that the entire time, every time.
I don’t play harder difficulties for more rewards, so there’s one data point. I get nothing at all for playing Skyrim on Legendary and with combat mods other than the game lasting longer and being more engaging until I am inevitably overpowered. There’s a reason I restart and rarely finish play throughout and there’s a reason I ran around purposefully handicapped doing overland story quests so I could actually play without being bored.
It’s not us trying to be noble sounding. Enjoying harder content also doesn’t mean I think I’m better at games either - my SO is perfectly capable of playing and beating the same difficulty, they just don’t enjoy it because it frustrates them because we play games for different reasons.
Even in ESO I ran vets over normal because they are way more fun. The drops are the same and I had gotten every shoulder/head monster set imaginable a long time ago so as far as I was concerned the rewards for harder content was never any different. God nMA was so boring compared to vMA too! So much time waiting between rounds it’s not like normal was even that much faster.
And yet, I give you...the entirety of human history as accumulated evidence that, in overwhelmingly vast majority, people generally do things because they want the rewards, whatever those happen to be.
You say you're different; that the only reward you want is the joy of harder content.
I say...what are you doing here in this easytown MMO? This was never, on its most outrageous day, one of the difficult MMO's. Not ever. Not. Ever.
It was never going to be. There wasn't any hype about how this was going to be some Big Woo Oldskool MMO. There was never any whisper or suggestion that this was going to be some sort of hardcore wonderland.
Couple of games off the top of my head did try to play that angle. Wizardry Online and Wildstar.
They crashed and burned, because it turns out that there just aren't enough players that want that kind of game.
On the other hand, ESO is currently very comfortably popular and doing quite well, at least as far as player counts go.
As it turns out, nobody makes MMO's because they wanted to savor the challenge, and MMO studios and their publishers/owners expect these things to be profitable endeavors. They both expect and require fairly substantial profits when it comes to whether or not a game eventually gets the axe or gets invested in further and expanded upon with more content.
ESO has been getting regular content for years. There is no other indicator necessary to conclude that the game is comfortably profitable per the desires of its owners, as they keep authorizing continued investments into expanding its development.
Turns out, nobody does that unless they expect even greater returns on such investments. It's almost like this is a core motivator for pretty much all humans everywhere about almost everything or something.
So, ESO must be fine. You clearly aren't happy with the challenge you aren't finding here, but that really just begs the question...why are you here?
Per your own description of yourself and how ultra-hardcore you sound to be, how the heck did you wind up here in the first place?
What in all existence about any Elder Scrolls game led you to somehow believe that any of this was going to offer the kind of challenge you say you crave? I mean, I've played them all clear back to Arena when that was the new hotness and I can very confidently say that Elder Scrolls games are cheesetastic romps that anyone with two braincells can utterly break into unbalanced godmode-tier hilarity just by learning the systems and then abusing them.
No cheat codes or console commands required. Homey G-Funk, I can murder my way through Skyrim with an enchanted fork that deals thousands of damage per hit. No cheating required. Difficulty settings won't matter much when I render myself invincible with 20k health and a fork that can oneshot everything in the game, brought forth by learning the systems and figuring out how to loophole and generally abuse them.
This is part of the fun of an Elder Scrolls game though; breaking them terribly and doing absurd things. This goes clear back to at least Daggerfall, making your character absurdly overpowered and require the minimum XP to level by setting outrageous weaknesses that never actually get attacked, then farming your way to max rank in the mage's guild by repeatedly cheesing the guild quest and doing nothing but killing thieves in the basement so you never even have to leave the building, and THEN making enchanted items that cover for your outrageous weaknesses, rendering you an unkillable god with a few hours worth of effort.
And then you can farm Daedric gear by loitering in stores, stealing everything when the store is closed and selling it back to the same store while hopping and running around, thus skilling up several of your skills.
This is the legacy of Elder Scrolls. It's a whacky mix of Shedungent's password to skip the whole thing literally being 'Shut Up' and enchanted murderforks that deal 7k damage per hit wrapped in an unhealthy number of cliffracers and an unfortunate dearth of Patrick Stewart voicing more emperors.
I mean, its not like you're somehow unwelcome in an elderscrolls game, but with what you said about what you want out of a game...I mean, its like, how did you even get here? And why did you stay?
And do you really think this game is ever going to be the thing you wish it were?
I guess you weren't around pre One-Tamriel? That had challenging questing. Doshia was HARD. You could go to more difficult zones or stay in easier zones, tailoring the difficulty you played. Then there were also Vet versions of the whole base game (Cadwells silver)
Why do YOU think it was always built and marketed as easy-mode? It wasn't. One-Tamriel made all content much, much easier. And then constant power-creep since with new sets, CP limit increases etc.. have made it easier still.
The reason people who want a more difficult game ever started ESO is that it WAS a more difficult game when we first came here.
The biggest thing that I don't understand, is why you are so against an OPTION?. You don't have to choose it if you don't want to.
nryerson1025 wrote: »Use all white non set gear and do them. They're mildly more fun. Remove your CP too
KyraCROgnon wrote: »There still is hard content IMHO. If you're managing vet CR +3 without even breaking a sweat you're much better at that game than i never will be, and i would probably hate a game that would be challenging for you.
The storyline quests though, should NOT be blocked by unbeatable hard content, because everyone should be able to enjoy the story. If you want harder longer fights, don't spend all your champion skill and ability points, use a mix of green gear and no abilities and even green trash will be hard (says someone who now and then take their "bagholder" char out for a walk and come back crying...)
My complain with the lastest trend in storyline is that the writing quality has decreased; some of the quests in the older content are very moving and complex in their story, not so much now (i loved the main Wrothgar story, and the Dark brotherhood was also a very good surprise. Elsweyr was mehh, and Greymoor even more disappointing)
And i find some quests too easy not in the fight part but in the thinking : when you're supposed to investigate a mystery / solve a puzzle, having all the answers glowing in front of you is not exacly problem solving ...
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
Yeah. Why wouldn't you want more rewards for higher difficulty? What would the point even be to running at a higher difficulty if you didn't get anything to show for it?
This was never a discussion about more challenge. It was always, and will always, be a dishonestly presented discussion about trying to finagle more shinies out of the devs, whether those shinies come in the form of gear or titles or being catered to despite being an insignificant minority of the playerbase.
Over the years there have been so many suggestions how to make this work. Not that it would be our job to do so, I'm perfectly confident in ZOS' ability to develop something appropriate if only they acknowledged the demand.That's just the thing though - how exactly would this even be implemented in a fashion that would matter?
But, what the heck. Let's go through this.Yes, a simple debuff like battle spirit would be the most sensible solution. Overworld mobs don't need special mechanics - they already have them. They are just easily ignored because they can be powered through. Doshia didn't have different mechanics back in the day, you just had to pay attention to them.Lets say they put in a difficulty toggle. Lets say you flip it on. What then?
Do you then do half damage and take 1.5x damage? How can overworld mobs have special mechanics for sophisticated difficulty without that affecting everyone else in the overworld as well?As said, mobs wouldn't have to change at all.Lets say you're doing literally anything in the overworld areas with literally anyone that doesn't have Hard Mode toggled on. Do mobs get Hard Mode mechanics that can affect you but not them? Just how long would you feel super thrilled to be doing less damage against mobs that the Normal Moders are just burning through?
And don't worry how long I will be thrilled, I'll be just fine. Players of varying character level and ability have been playing together at least since One Tamriel, seeing someone stronger never bothered me one bit.No, logically you wouldn't. What logic? What's the premise here?Logically, you'd have to be in your own layer of the area where everything is tuned for this Hard Mode Overworld business, and where only other people with Hard Mode turned on also zoned into instead of the regular Normal Mode maps.Which is why you shouldn't create different overland instances based on difficulty. It's too much effort for too little gain, and just separates people further.Very little of this game's story content is solo instanced. They could totally put difficulty options on that content in the storylines, sure, but that's a puny little smidge of content compared to all the quests and questlines there are throughout all the zones that are most definitely not exclusively instanced.It sounds more like you are arguing against your own assumptions than somebody else's suggestion.What you and others sharing your outlook want isn't particularly feasible because it literally wouldn't help anything, or it would effectively double the load on the servers to have to run twice as many iterations of every zone and public instance.Funny, but no.All so you can feel like you were threatened by a Guar while you were walking to Balmorra.
ZOS just recently acknowledged again that many, many of their players are playing solo. So do I most of the time.
The problem is that outside of solo arenas, solo content in this game is so trivially easy that it makes all other game systems virtually superfluous. I'd love to hunt for gear, level my crafting skills and upgrade said gear, add better traits and enchantments, learn recipes, gain new skill lines, level my champion rank, deliberate good loadouts, etc. pp. But all of these progression systems are completely irrelevant when you can beat the new story boss with a few light attacks.
So, what we really ask for is for ZOS to improve the solo experience they acknowledge is a huge part of their players' preferd playstyle, by (optionally) elevating the difficulty from the level of a visual novel to something that incorporates other game systems, the way it used to do.There's always someone in these threads who considers it some kind of "Gotcha!" when people point out that higher difficulty comes with better/different rewards. It's not the "whole point", it's just one point to good game design.Ken_Koerperich wrote: »Next thing that all these guys begging for harder haven't realized....
It's an MMORpg Open World, you are in game with, what, several hundred per zone???
So you want it harder, you're at the same Dolmen/Boss/Mob Farm Spot....
How does ZOS make it harder for you, yet keep it easy for others??
You don't, your slider won't do diddly squat, as you're in the same instance as the other 100 players right next to you....
That's why there are "Hard & Vet Dungeons", Trials, and what ever else...
Want "Harder" go where it's HARDER....
LMFAO!
Simple really, you all just don't like that answer....
Actually you are assuming the world must be made harder and ESO is actually backwards compared with other games. Mobs don't scale to you, you scale to them. You are the one that changes, they are the same difficulty at level 1, no CP that they are at level 50,3600 CP. And mobs are (mostly) the same everywhere in the game based on their class( normal, elite, etc.) You are the one that changed.
When you are new you are leveled up to the mobs level. You lose your "buffs" over time as you get closer to their level and after you reach their level you have no buffs. All of this is built in and the same system used to buff you from level 1 to CP 160 could be used to alter your difficulty. For example, the "slider" could be moved in the opposite direction so instead of getting a 20% buff to all stats you get a 20% penalty to all stats. This would make mobs more difficult for you but Ali might have his slider set on easy (OG difficulty), Ann might have hers set on Vet( 40% penalty) and Arnold might have his set on Elite (60% penalty and they might all be in the same group.
Ann might get a little better chance at more rare loot while Arnold might get an even better chance than Ann because they are playing at a higher difficulty.
And there it is. The whole point of all of this.
/thread
There's no hidden conspiracy to leech a few more coins of gold out of ZOS. That's just how games work.
Yeah. Why wouldn't you want more rewards for higher difficulty? What would the point even be to running at a higher difficulty if you didn't get anything to show for it?
This was never a discussion about more challenge. It was always, and will always, be a dishonestly presented discussion about trying to finagle more shinies out of the devs, whether those shinies come in the form of gear or titles or being catered to despite being an insignificant minority of the playerbase.
There is no other game around such an easy storyline. Everytime a chapter comes up you just kill anyone like moises opening the red sea. Now with companions it's even more ridiculous. A boss fight takes 1.5 minutes. It´s absolutely a turn off. In SWTOR for example, any froup of mobs takes longer to kill than a boss in this game. Farming gear just for trials it's not the way to keep you in a game. Please level up difficulty
These "too easy" threads...
I think it's clear that the vast majority of the players like the game as it is.
Just a few elitist players want it hard.
B: Stop being an elitist!
A: Many of us play casually, that doesn't mean we want the questing experience to be braindead easy.
These "too easy" threads...
I think it's clear that the vast majority of the players like the game as it is.
Just a few elitist players want it hard.