Another Poll on Overland Difficulty - but with more options

Iccotak
Iccotak
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This one has more nuance in choice and the elusive "Other" option if you don't like any of them...

Another Poll on Overland Difficulty - but with more options 50 votes

No Changes - Keep it as is
38% 19 votes
Self Nerf, Same instance, NO Rewards
18% 9 votes
Self Nerf, Same instance, + Rewards
6% 3 votes
Difficulty setting for Story Bosses, NO Rewards
0% 0 votes
Difficulty setting for Story Bosses, + Rewards
0% 0 votes
Difficulty instance setting for Delves, Public Dungeons, & Story Bosses, NO Reward
0% 0 votes
Difficulty instance setting for Delves, Public Dungeons, & Story Bosses, + Reward
8% 4 votes
Separate Veteran Overland Instance, NO Rewards
2% 1 vote
Separate Veteran Overland Instance, + Rewards
28% 14 votes
Other
0% 0 votes
  • zvavi
    zvavi
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    The extra rewards though should only be from combat. And other aspect of the game (chests, resources nodes, quest rewards, etc etc etc are same reward) because the change affects only combat (some quests don't even have combat in them).

    Generally the values that I followed when choosing are in that order.
    1. All overland questing and everything related to it should be available to the widest audience possible, all of it.
    2. No splitting the player base.
    3. Can't be abused.
    4. Simple to implement.
    5. RPG basic elements.

    Which provides us with conclusions:
    1. No new mechanics for quest bosses "hard modes" - since mechanics are part of the bosses personality, it will make weaker players lose on story, which contradicts value 1.
    2. No new vet instances cause contradicts 2.
    3. No new achievements, better quality gear drops, etc etc from the "vet option" whatever it may be because 1.
    4. Extra rewards are only from combat drops (see 1 3 and 5)
    5. Extra rewards should come only in quantity (see value 1 and conclusion 3)
    6. Extra rewards should be low enough for a person to gain more from doing things on normal over the same amount of time (see value 1)
    7. Difficulty sliders of more meaty enemies (self nerf damage) and stronger hitting enemies (self nerf damage taken) are the simplest solution to appeal to the widest audience without creating new content (see value 1 and 4) and is used in many, many, many RPG games (see 5).

    Now let's see how adding more rewards (see value 5) affects combat with quest mobs, regular overland mobs, and elite overland mobs:
    1. Quest mobs: drop trash anyway (includes gold, intricate and ornate drops, and also non set drops), additional loot for prolonged fight is not abusable (see value 3) because the time spent additionally in the fight would gain more value picking 1 clothing node. 1. Single. Clothing. Node.(especially with new CP)
    2. Regular overland mobs - longer to kill, clearing them becomes longer, in non debuffed you can clear twice as much (for example) for what you would clear without it, so x1.5 reward is unabusable (value 3), additionally gold loot in overland already splits on contribution to damage, so it adds to the unabusable.
    3. Elite overland mobs - the trash loot they drop gets the same treatment. Issues is the set loot. To keep it unabusable and simple(3,4,5), it stays the same overall.

    Generally this is where I stand, opinion wise.
    Edited by zvavi on August 12, 2021 3:32AM
  • redspecter23
    redspecter23
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    If people want to self nerf themselves for the challenge with no extra rewards, I don't see any issue with that. Players can already do this to an extent with self imposed limitations, but if ZOS wants to add their own in game optional limits to overland, so be it.

    I'm also not against a story mode for group dungeons that would allow for easier soloing for those that want to go at their own pace. In addition, I'd like to see forced grouping situations such as dual levers or pressure plates removed completely. If a player has enough skill to solo something they shouldn't be limited by artificial mechanics.
  • Iccotak
    Iccotak
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    zvavi wrote: »
    The extra rewards though should only be from combat. And other aspect of the game (chests, resources nodes, quest rewards, etc etc etc are same reward) because the change affects only combat (some quests don't even have combat in them).

    Generally the values that I followed when choosing are in that order.
    1. All overland questing and everything related to it should be available to the widest audience possible, all of it.
    2. No splitting the player base.
    3. Can't be abused.
    4. Simple to implement.
    5. RPG basic elements.

    Which provides us with conclusions:
    1. No new mechanics for quest bosses "hard modes" - since mechanics are part of the bosses personality, it will make weaker players lose on story, which contradicts value 1.

    Then they can play on easy...like any game, if it is too hard you play on the easier difficulty setting.

    Like it's still available to you if you make it repeatable - with nothing to grind from it - then problem solved
    Edited by Iccotak on August 12, 2021 3:48AM
  • ZOS_GregoryV
    This thread has been closed as it is a duplicate to another thread found here.
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