BananaBender wrote: ».
If they implement a system where people and choose to make the game harder, and it doesn't make the game harder, it's a failed system.
BananaBender wrote: »Because to me the slider only works on paper, but runs into issues when you think about how it would actually be utilized. If they manage to implement a well functioning slider, that would be amazing, but I really have my doubts.
spartaxoxo wrote: »sans-culottes wrote: »However, your assertion that no one has argued against optional difficulty recently isn’t entirely accurate. Several participants have repeatedly indicated strong opposition even to optional adjustments, arguing that such options would negatively impact the core experience. I understand and respect their perspectives, but such opposition exists and influences these discussions.
Many of the ones that people keep saying are against difficulty options such as myself, SilverBride, and TaSheen have all voiced support for difficulty options. This is what I mean about context. The recent comments are NOT being made by people against difficulty options. They are being against the concept of forced difficulty and the broader concept that games MUST present a challenge.Franchise408 wrote: »We will have to agree to disagree because I do believe a game should absolutely be balanced around some level of challenge and difficulty for a player to overcome, and the player needing to actually have some semblance of gameplay competency to be able to progress through the game. If I play any game, I have to have some level of competency to overcome the challenge. If I am playing Monopoly, I have to have the ability to make deals with the other players. If I am playing Scrabble, I have to have a vocabulary and linguistic knowledge to maximize my points. If I am playing poker, I have to know how to read my opponents and how to not give away my own hand in the process.
If challenge and difficulty isn't important, why not just make it an idle game that just plays itself and progresses automatically? It's accessible, and everyone can play it, right? If players shouldn't be expected to have proper internet connections, why not just make it an offline game? If players shouldn't be expected to have too much skill in order to kill story bosses, why not just make the mechanics "Press E to kill boss"? It's accessible, right?
No, I will not be convinced otherwise that this game should be balanced for people without a consistent internet connection for an online game, people who lack "stick" skills or twitch skills due to age, disability, etc. in an action RPG. I'm sorry, but there should at least be some minimal expectations of the actual player, otherwise what's even the point of having a game? This is why I would rather have forced difficulty increases over nothing at all.
That does not mean the game should be balanced around the "sweats", or be built on Souls-like range of difficulty. This does not mean that I think overland should be vet difficulty by default. This does not mean that I believe relaxing and easy content has no business in the game. But I do believe that a game that is online should expect the player to have a consistent internet connection, and not be balanced around people who don't, and I do believe that an action RPG should actually expect a certain level of "stick skill" and input from the player.
ETA
Also Franchise also favors options over forced.
Almost everyone in this thread has voiced support for difficulty options. There are not a lot of people who want only forced or only no status quo. There have been a couple but they are few and far between.
sans-culottes wrote: »@Silver bride, with respect, your latest comment misses that. Saying “people leave games all the time” is true, but it’s also a deflection. People leave when their preferences can’t be accommodated. What many of us are asking for is a way to keep playing, not a reason to quit. That’s the whole point of suggesting optional systems: to create room for varied preferences, not to eliminate them.
Other parts of ESO already do this: dungeons, trials, arenas, even PvP zones like Cyrodiil all offer layered expectations and difficulties. Optional overland scaling or reward-based toggles would just extend that same philosophy to the core of the game’s open world, where right now, challenge has been all but erased.
Letting people walk away isn’t a solution. Giving them a reason to stay is.
SilverBride wrote: »sans-culottes wrote: »@Silver bride, with respect, your latest comment misses that. Saying “people leave games all the time” is true, but it’s also a deflection. People leave when their preferences can’t be accommodated. What many of us are asking for is a way to keep playing, not a reason to quit. That’s the whole point of suggesting optional systems: to create room for varied preferences, not to eliminate them.
Other parts of ESO already do this: dungeons, trials, arenas, even PvP zones like Cyrodiil all offer layered expectations and difficulties. Optional overland scaling or reward-based toggles would just extend that same philosophy to the core of the game’s open world, where right now, challenge has been all but erased.
Letting people walk away isn’t a solution. Giving them a reason to stay is.
Some have already walked away, which is unfortunate but it is not an indication of a problem. People play games that meet their preferred playstyles and leave those that don't.
sans-culottes wrote: »@Franchise408 said it best, and I want to echo and support that clarity.
The status quo in overland content isn’t working for a significant portion of players and has already led many to disengage from a major part of the game. That doesn’t mean we need to force a universal difficulty increase, but it also doesn’t mean the current state should be treated as a natural endpoint or somehow “fine” because some people stayed.
@SilverBride, with respect, your latest comment misses that. Saying “people leave games all the time” is true, but it’s also a deflection. People leave when their preferences can’t be accommodated. What many of us are asking for is a way to keep playing, not a reason to quit. That’s the whole point of suggesting optional systems: to create room for varied preferences, not to eliminate them.
Other parts of ESO already do this: dungeons, trials, arenas, even PvP zones like Cyrodiil all offer layered expectations and difficulties. Optional overland scaling or reward-based toggles would just extend that same philosophy to the core of the game’s open world, where right now, challenge has been all but erased.
Letting people walk away isn’t a solution. Giving them a reason to stay is.
sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
BananaBender wrote: »Because to me the slider only works on paper, but runs into issues when you think about how it would actually be utilized. If they manage to implement a well functioning slider, that would be amazing, but I really have my doubts.
So do I, but for a different reason. If, to keep things optional, they cannot touch the encounter design. If, that is, the only thing that gets modified is the strength of the existing NPC relative to the player, then that means difficulty increases will lie on a direct line towards "dodge or get one-shot". I don't think that is a fun form of high difficulty anywhere TBH.
sans-culottes wrote: »@Silver bride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
SilverBride wrote: »Players don't disengage from overland because of how non-engaging it is, because for many overland is very engaging. They disengage because it doesn't meet their personal preference. But a personal preference doesn't indicate a flaw in the game.
BananaBender wrote: »Because to me the slider only works on paper, but runs into issues when you think about how it would actually be utilized. If they manage to implement a well functioning slider, that would be amazing, but I really have my doubts.
So do I, but for a different reason. If, to keep things optional, they cannot touch the encounter design. If, that is, the only thing that gets modified is the strength of the existing NPC relative to the player, then that means difficulty increases will lie on a direct line towards "dodge or get one-shot". I don't think that is a fun form of high difficulty anywhere TBH.
I think it might be important to note that ZOS have commented about making adjustments to the sense of feedback in combat, which can make for a huge difference in the experience without a need to change enemies themselves. And also, I strongly believe that making changes to numbers alone does actually have a big impact on how you think about and approach an encounter. If failure is more likely and the consequences are more severe, odds are that you're going to make different choices, play more conservatively and employ new tactics. You might block more, you might call on friends, you might use a different build, you might even just try avoiding the fight. I know this because I've spent a lot of time modifying enemies in other games to be dramatically more difficult, which almost always ends up being primarily value adjustments, and it really does have a material impact on the way I approach them.
Enemies don't need new behaviors to make them more fun to fight, although it would be cool to see and I'd welcome it. I think what's more important is that combat feels good and that fights feel like they matter.
SilverBride wrote: »Players don't disengage from overland because of how non-engaging it is, because for many overland is very engaging. They disengage because it doesn't meet their personal preference. But a personal preference doesn't indicate a flaw in the game.
"Engaging" is not an objective term, though. So, right, it's not engaging to them because it doesn't meet their sense of what makes for an engaging experience. We agree that it's different for everyone, so let's not act as if ESO has objectively engaging overland content because that's not a thing.
sans-culottes wrote: »SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
@SilverBride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
Franchise408 wrote: »BananaBender wrote: »Because to me the slider only works on paper, but runs into issues when you think about how it would actually be utilized. If they manage to implement a well functioning slider, that would be amazing, but I really have my doubts.
So do I, but for a different reason. If, to keep things optional, they cannot touch the encounter design. If, that is, the only thing that gets modified is the strength of the existing NPC relative to the player, then that means difficulty increases will lie on a direct line towards "dodge or get one-shot". I don't think that is a fun form of high difficulty anywhere TBH.
I think it might be important to note that ZOS have commented about making adjustments to the sense of feedback in combat, which can make for a huge difference in the experience without a need to change enemies themselves. And also, I strongly believe that making changes to numbers alone does actually have a big impact on how you think about and approach an encounter. If failure is more likely and the consequences are more severe, odds are that you're going to make different choices, play more conservatively and employ new tactics. You might block more, you might call on friends, you might use a different build, you might even just try avoiding the fight. I know this because I've spent a lot of time modifying enemies in other games to be dramatically more difficult, which almost always ends up being primarily value adjustments, and it really does have a material impact on the way I approach them.
Enemies don't need new behaviors to make them more fun to fight, although it would be cool to see and I'd welcome it. I think what's more important is that combat feels good and that fights feel like they matter.
Honestly, behaviors is likely exactly what they need. Without new behaviors, any increase in difficulty will probably be pretty lackluster.
However, new behaviors is probably a WHOLE lot of work, so I don't see that in the realm of realistic choices, even tho it's probably the most needed change.
That's a big reason why I don't think that any increased difficulty is going to go far enough.
SilverBride wrote: »sans-culottes wrote: »@Silver bride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
There is no contradiction. In my opinion ESO does a good job of having content that appeals to different playstyles. But no game is ever going to appeal to everyone and some players will move on.
Players don't disengage from overland because of how non-engaging it is, because for many overland is very engaging. They disengage because it doesn't meet their personal preference. But a personal preference doesn't indicate a flaw in the game.
DeathStalker wrote: »sans-culottes wrote: »SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
@SilverBride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
I haven't logged in or played since they announced the difficulty increase. Why play if the entire game will be ruined by making it harder in any way. I'm convinced it will be a forced difficulty increase on everyone and will not play until proven wrong. If they do increase difficulty on everyone I'll never play again.
You said people are disengaging from overland content because of how non-engaging it is. But if there is any forced difficulty increase I promise the opposite is true and a lot of people just like me will quit playing completely.
DeathStalker wrote: »sans-culottes wrote: »SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
@SilverBride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
I haven't logged in or played since they announced the difficulty increase. Why play if the entire game will be ruined by making it harder in any way. I'm convinced it will be a forced difficulty increase on everyone and will not play until proven wrong. If they do increase difficulty on everyone I'll never play again.
You said people are disengaging from overland content because of how non-engaging it is. But if there is any forced difficulty increase I promise the opposite is true and a lot of people just like me will quit playing completely.
sans-culottes wrote: »DeathStalker wrote: »sans-culottes wrote: »SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
@SilverBride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
I haven't logged in or played since they announced the difficulty increase. Why play if the entire game will be ruined by making it harder in any way. I'm convinced it will be a forced difficulty increase on everyone and will not play until proven wrong. If they do increase difficulty on everyone I'll never play again.
You said people are disengaging from overland content because of how non-engaging it is. But if there is any forced difficulty increase I promise the opposite is true and a lot of people just like me will quit playing completely.
I’m sorry you feel that way. However, this might be what is referred to colloquially as “putting the cart before the horse”—especially if you actively enjoy the game. You mentioned being “convinced” that it would be “forced”—what leads you to that conclusion?
DeathStalker wrote: »sans-culottes wrote: »DeathStalker wrote: »sans-culottes wrote: »SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
@SilverBride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
I haven't logged in or played since they announced the difficulty increase. Why play if the entire game will be ruined by making it harder in any way. I'm convinced it will be a forced difficulty increase on everyone and will not play until proven wrong. If they do increase difficulty on everyone I'll never play again.
You said people are disengaging from overland content because of how non-engaging it is. But if there is any forced difficulty increase I promise the opposite is true and a lot of people just like me will quit playing completely.
I’m sorry you feel that way. However, this might be what is referred to colloquially as “putting the cart before the horse”—especially if you actively enjoy the game. You mentioned being “convinced” that it would be “forced”—what leads you to that conclusion?
It's personal issues that complicate it. For the last several years, my mother has battled cancer. I was her primary caregiver. To say my life for the last couple of years has been stressful is a massive understatement. My mother lost her battle with cancer in February. For the last several years, what could be bad was bad and what could go wrong did go wrong. When I could play, I wanted to play stress-free. no stress, no hard difficulty, but to lose myself in another world. I'm still trying to heal from losing my mom a month and a half ago and the torture the last several years has been on me. I don't want harder, I don't want a challenge. I want to walk through content like I am the living god. But again, for the last several years, what could go wrong and be bad did exactly that. You asked what leads me to the conclusion I've come to. The hell that has been the last several years.
spartaxoxo wrote: »DeathStalker wrote: »sans-culottes wrote: »DeathStalker wrote: »sans-culottes wrote: »SilverBride wrote: »sans-culottes wrote: »@Silver bride, respectfully, I think that kind of framing is part of the problem. Saying, “some people have walked away, and that’s just how it is,” treats avoidable attrition as a natural fact rather than a design failure worth addressing.
Yes, players leave games all the time. But when a significant portion of players disengage specifically from overland content—not the game as a whole—it points to a system that’s failing to serve its purpose. That’s not just preference but an imbalance in the gameplay loop.
I feel that players moving on from games that don't meet their expectations is very common and is to be expected. I have never said "and that's just how it is" but rather pointed out that this happens and is not an indication that there is anything wrong with the game itself.
If a company can find a way to make their game appeal to a wide variety of playstyles then I feel that more players will stay and less will move on. ESO already does a good job of this in my opinion.
@SilverBride, I hear you, but I think the contradiction here is worth pointing out.
On the one hand, you say it’s expected that players will leave games that don’t meet their needs. On the other, you say ESO already does a good job supporting a wide variety of playstyles. But the fact that players are disengaging from overland specifically because of how non-engaging it is suggests that the game is failing a particular segment of its audience.
I haven't logged in or played since they announced the difficulty increase. Why play if the entire game will be ruined by making it harder in any way. I'm convinced it will be a forced difficulty increase on everyone and will not play until proven wrong. If they do increase difficulty on everyone I'll never play again.
You said people are disengaging from overland content because of how non-engaging it is. But if there is any forced difficulty increase I promise the opposite is true and a lot of people just like me will quit playing completely.
I’m sorry you feel that way. However, this might be what is referred to colloquially as “putting the cart before the horse”—especially if you actively enjoy the game. You mentioned being “convinced” that it would be “forced”—what leads you to that conclusion?
It's personal issues that complicate it. For the last several years, my mother has battled cancer. I was her primary caregiver. To say my life for the last couple of years has been stressful is a massive understatement. My mother lost her battle with cancer in February. For the last several years, what could be bad was bad and what could go wrong did go wrong. When I could play, I wanted to play stress-free. no stress, no hard difficulty, but to lose myself in another world. I'm still trying to heal from losing my mom a month and a half ago and the torture the last several years has been on me. I don't want harder, I don't want a challenge. I want to walk through content like I am the living god. But again, for the last several years, what could go wrong and be bad did exactly that. You asked what leads me to the conclusion I've come to. The hell that has been the last several years.
I am so sorry for your loss. The pain of losing a loved one, especially one so close, is always difficult. Video games can be such a needed escape from the things that are weighing us down sometimes. I really hope they don't force difficulty on you or anyone else. I hope you've found a game you can play in the meantime.
I think it might be important to note that ZOS have commented about making adjustments to the sense of feedback in combat, which can make for a huge difference in the experience without a need to change enemies themselves.
And also, I strongly believe that making changes to numbers alone does actually have a big impact on how you think about and approach an encounter.
That does not address my concern that if you only have the NPC damage output relative to the player, then the risk to the player would come from shifting the dial towards a "dodge or die" experience. Impactful? Yes. Fun? No.
DeathStalker wrote: »
It's personal issues that complicate it. For the last several years, my mother has battled cancer. I was her primary caregiver. To say my life for the last couple of years has been stressful is a massive understatement. My mother lost her battle with cancer in February. For the last several years, what could be bad was bad and what could go wrong did go wrong. When I could play, I wanted to play stress-free. no stress, no hard difficulty, but to lose myself in another world. I'm still trying to heal from losing my mom a month and a half ago and the torture the last several years has been on me. I don't want harder, I don't want a challenge. I want to walk through content like I am the living god. But again, for the last several years, what could go wrong and be bad did exactly that. You asked what leads me to the conclusion I've come to. The hell that has been the last several years.