SilverBride wrote: »Players ASKED for longer grinds. They stated that enemies being defeated too fast ruined their immersion. Why should they get extra rewards for getting exactly what they asked for?
SilverBride wrote: »Players ASKED for longer grinds. They stated that enemies being defeated too fast ruined their immersion. Why should they get extra rewards for getting exactly what they asked for?
Of course not. We ask for an equally long grind composed of more interesting encounters. And you're making it sound as if enjoying the game as much as you do is somehow a privilege and that it is only right it should cost us something. That makes no sense.
SilverBride wrote: »I am against any extra rewards. The immersion is the reason given and that is all the reward required.
That amounts to saying that in order to enjoy the game as much as you do, those who want higher difficulty should pay a price with longer grinds. After all, harder overland is slower overland. Why, do you think that is fair?
ChaoticWings3 wrote: »spartaxoxo wrote: »AlexanderDeLarge wrote: »I was ready to settle for a debuff memento but anything beyond that would be much appreciated. I've been playing a lot of The Lord of the Rings Online recently and that's a game that has a landscape difficulty system that un-trivialized a lot of content in the game and made it extremely fun.
https://lotro-wiki.com/wiki/Landscape_Difficulty
The landscape difficulty slider in that game is accomplished with just a debuff fyi. When I personally say debuff slider, I'm talking about something along the lines of that thing. I agree it seems perfect for this game and I also note that it is already similar to how they do things in the single player games.
To be honest the foundation is there to be implemented in ESO as well since they already have a scaling algorithm as you level up. Hearing about this months ago led me to discussing a shrine that would have different levels of difficulty you could select. Overall I'm still hoping something like this gets implemented as it would help players enjoy the game more at their own pace.
Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
spartaxoxo wrote: »I don't think players need to specifically request that fixes don't break the basic gameplay function of a system. And I don't think asking to get the same gameplay experience as everyone else is asking for anything extra.
spartaxoxo wrote: »I don't think players need to specifically request that fixes don't break the basic gameplay function of a system. And I don't think asking to get the same gameplay experience as everyone else is asking for anything extra.
"The same gameplay experience as everyone else" is what the overland is now. By asking for a more difficult overland, toggled or otherwise, you're asking for a necessarily different gameplay experience from everyone else.
But if it requires extra rewards to incentivize you to use this different gameplay experience, how much do you actually want the different gameplay experience?
spartaxoxo wrote: »
It's not extra rewards to receive the same total rewards as when in normal.
ChaoticWings3 wrote: »spartaxoxo wrote: »AlexanderDeLarge wrote: »I was ready to settle for a debuff memento but anything beyond that would be much appreciated. I've been playing a lot of The Lord of the Rings Online recently and that's a game that has a landscape difficulty system that un-trivialized a lot of content in the game and made it extremely fun.
https://lotro-wiki.com/wiki/Landscape_Difficulty
The landscape difficulty slider in that game is accomplished with just a debuff fyi. When I personally say debuff slider, I'm talking about something along the lines of that thing. I agree it seems perfect for this game and I also note that it is already similar to how they do things in the single player games.
To be honest the foundation is there to be implemented in ESO as well since they already have a scaling algorithm as you level up. Hearing about this months ago led me to discussing a shrine that would have different levels of difficulty you could select. Overall I'm still hoping something like this gets implemented as it would help players enjoy the game more at their own pace.Cant read all 274 pages of this thread but ZOS: please see Lord of the Rings Online. An ancient game that has implemented a slider system that can be toggled on or off at will by players to increase or decrease landscape difficulty as required.
It has NO EFFECT on rewards, other than when players want more of a challenge when doing overland zones / quest packs / whatever they are called here. There is some small cosmetics you can work towards by playing harder landscape difficulty but no need to even implement that in ESO.
I personally have left the game due to boredom several times because I get excited to play the new DLC's as they come out and then I just stomp on everything. No difficulty = no dopamine = no ESO+ payments from me.
This game has masses of content that could me made more fun with a simple toggle for those that want it. If there is one thing ZOS should consider to retain players, it is this.
The fact that they succeeded in implementing a slider with NO ADDITIONAL REWARDS (other than cosmetics as you say) speaks volumes IMO.
I DO NOT WANT MORE STUFF. One of my criticisms of modern games is that they absolutely bombard us with "stuff", you can't kill a fricken mudcrab without loot spewing out of it like a pinata.
Treasure chests everywhere, "mini-bosses" everywhere, "enemies" literally everywhere, daily login rewards, events, hireling junk, idiotic quest rewards ("oh thanks for getting my cat out of that tree, here is a full set of plate mail armour that in medieval times would take 4 years of a peasant's salary to buy").
No, I don't want more stuff. Ideally if I could make a brand new "hard mode" server to my liking, I would literally remove about 90% of all the "stuff" so that finding loot actually feels like something.
This is not the way to fix the issue and it's mostly wanted by people who do not want to use it.
Do you want a higher difficulty, or not? If you want it, you wouldn't need a "reward" for playing the game the way you claim you want to. Unless you just want the reward, and the harder game mode is what you're willing to trade for it?
I've seen a lot of posts say "a slider" but how would that even work? If two people are at the same world boss and ones on, the other is off.. does player one see a different health bar than player two for example?
Either way, it will be interesting to see how ZOS implements this so both sides are happy.
I've seen a lot of posts say "a slider" but how would that even work? If two people are at the same world boss and ones on, the other is off.. does player one see a different health bar than player two for example?
Either way, it will be interesting to see how ZOS implements this so both sides are happy.
I've seen a lot of posts say "a slider" but how would that even work? If two people are at the same world boss and ones on, the other is off.. does player one see a different health bar than player two for example?
Either way, it will be interesting to see how ZOS implements this so both sides are happy.
It wouldn't work. People quote LOTRO where it was implemented and absolutely did not work. It was just there, people tried it and abandoned it, even though LOTRO is much less competitive than ESO. It's mostly wanted by people who don't want to use it. It absolutely makes no sense in an MMO such as ESO.
The only and only solutions that would work are:
1. Slightly increase the difficulty and see how it goes (the game is so awfully easy there's plenty of YouTube videos saying how it ruins the game..so yea)
2. Introduce a veteran instance of zones with significantly better rewards, to make it on par with difficulty. (Nobody will want to play harder in a competitive MMO without a worthy reward. No rewarding experience will lead to giant backlash)
I am personally not arguing for any kind of exclusive rewards. I'd just want a slight modifier to the existing loot and drop chances to compensate for extra time spent. As I said before, if I enjoy the game on a higher difficulty as much as you do at a lower one, why should I be punished with a longer grind for the same items?
SilverBride wrote: »The game already has separate megaservers. Veteran megaservers would just be another that works the same way as the current ones, and everyone could get the experience they want without it affecting any other players.
What server are you on?
That was a question that, according to Elder Scrolls Online game director (and longtime online game designer) Matt Firor, defined a generation of massively-multiplayer online role-playing games.
It's a byproduct of so many MMORPGs asking players to choose a server for their character to call home before they start playing, a question that Firor says is now becoming obsolete thanks to the advancing pace of online game tech.
"We have an interesting server structure in ESO that is unique in this generation of online game," Firor said while Gamasutra editors tried to acquit themselves gracefuly in a livestream of the recently-released Elder Scrolls Online: Morrowind. "What we do is we have what we call megaservers, where we instance all of our zones."
Firor says the ESO dev team made the call early on to chase the dream of the "megaservers", architecting the game so that players can create characters and then log into either the North American or European version -- and that's it.
"Once you're on the North American server, you neve pick another server," continued Firor. "The game kinda figures out how many instances of each zone to spin up, and which one to put you in....those are the kind of cool things that are happening behind the scenes, in game development, where it takes all of the decision-making out of the player's hands."
It is not possible for Customer Support, to transfer characters, gear, gold, crowns or items, between different accounts, servers, or platforms.
We have not built, and do not plan to build, the capability to move individual characters from platform to platform. We were only able to move characters in bulk for consoles once on June 1st, 2015 because the database tables we copied to were brand new (empty). Now that the database tables are filled with other data, the techniques we used before no longer work.
SilverBride wrote: »The only and only solutions that would work are:
1. Slightly increase the difficulty and see how it goes (the game is so awfully easy there's plenty of YouTube videos saying how it ruins the game..so yea)
2. Introduce a veteran instance of zones with significantly better rewards, to make it on par with difficulty. (Nobody will want to play harder in a competitive MMO without a worthy reward. No rewarding experience will lead to giant backlash)
3. Leave overland just as it is.
It has been working this way for over 8 years now and there is no need to change it. No player is going to love all the content in any game, and we can't expect everything to be tweaked to our own personal preferences.
4. Create veteran servers.
Allow those that want more difficulty to move their characters over to these servers so players won't lose their current progress. No slider or toggle or debuff needed, everyone would be on the same playing field, and they can have increased rewards without it making others feel excluded.
@spartaxoxo - but in this case, a veteran server WOULD BE an empty database....
I don't think they'll go that route, but there's no reason it wouldn't work.
spartaxoxo wrote: »@spartaxoxo - but in this case, a veteran server WOULD BE an empty database....
I don't think they'll go that route, but there's no reason it wouldn't work.
True about it being empty. The other, much more important reason it wouldn't work is the game is explicitly designed to keep people together that are playing in the same region. They specifically created the mega server structure to facilitate that. The game reads how many people are playing at a time and spins up the necessary number of instances to ensure a good playing experience for the number of people in that population.
They don't have different servers (outside of two regions with the same hardware setups). They have one mega server in each region.
They might decide on a totally different direction now. It's not unheard of that devs would do that - in fact, these devs time and again have said "we won't do that".... and then they have done that.... (not with reference to overland difficulty, just other things over time).