Cooperharley wrote: »It's very simple and dont know why there's even argument over this.
Make it optional - an opt in system so people get to choose. Reward harder gameplay with more xp, more gold than normal, higher quality (I.e. purple instead of blue) quest rewards/armor, and maybe some cool achievements and titles for completing the stuff on a higher difficulty just like in every other game ever.
People can challenge themselves to chase the rewards and have the quests feel more interesting OR if they struggle with what we're at currently, which is hard to imagine, but not completely unimaginable, then they don't have to do it. What's the problem here lol?
There is nothing related to overland dif in update 46. ZOS'ers either changed their minds or put it off till winter.
Ahhh higher Overland difficulty. I advocated for higher XP being acceptable. But now I realise that that means easier CP. Nah, that's too big of a reward. Give em titles and more gold sure. But no CP boost. XP/CP boost rates are already available via purchased drinks I think?
Yes. Anything remotely decent is too big. Exactly.
Increased difficulty CP exploit!
I’ll be happy if vet overland gets extra gold and that’s it!
There definitely has to be some extra reward. But NOT too extreme. For me personally, all I care about is $$$. Ideally, I’d like veteran questing to be an effective way of earning gold. I don’t care about purple gear or any overland weapons/armor. I don’t need extra XP as I’m already 1900 CP. I don’t need extra crafting resources.
spartaxoxo wrote: »I don't want to be worse off for wanting a harder overland story?
I just want the questing to be functional and immersive, same as it is for you all.
spartaxoxo wrote: »
I don't see how a "normie" would be so eager to join for exp. They turn down far greater rewards in all other vet content. How is playing content as it's designed an exploit?
Is a exp pot and soloing ndsa, Spellscar, or Skyreach an "exploit?"
Excellent! Then all you want is more difficulty so that you get that immersive feeling. Fantastic. No need for extra rewards on top. Some players are trying to sneak in extra stuff into the request, under the guise of "I ONLY want it to be a bit harder"
We turn down the difficult stuff because we can't do it! It's not voluntary. We are simply locked out due to many factors such as time pressures in life - insufficient time to git good. Handicap issues. Age related issues. Family issues. No access to some of the content for cost reasons. List goes on and on.
If they don't put this increased overland difficulty as an OPTION... then I'll leave the game again... period. I'm only returning for subclassing- but if they in turn ruin my questing experience by forcing me to spend more time clearing mobs just to turn in a quest- my time can best be spent elsewhere. I don't play games for 'challenge', I play them to relax and have fun... and endlessly fighting damage sponges is NOT my idea of relaxing or fun.
Adding my two-bob's worth...
With opt-in difficulty please do NOT provide extra or better rewards beyond: more gold, more XP, more white/green gear trash. Ie: nothing that could be construed as significant enough that less able / old (senior) / newcomers / handicapped / casual players feel they are missing out.
I am in a couple of those above categories.
Many long time players want increased difficulty. But many long time players are also fearful that they'll be locked out of content too. I am already locked out of Trials and high level PvP. I don't want to be locked out of Overland content too.
Sure, make the vocal group clammouring for more difficulty happy. Give them that but nothing more and make it opt in. That means that the rest of us can continue on as per normal playing the greatest ever MMORPG!
I’d like veteran questing to be an effective way of earning gold.
spartaxoxo wrote: »
spartaxoxo wrote: »
I don't really understand how you would be "worse off" if there was no reward increase. I mean, I guess you might not earn as much in difficult mode as quickly as you would in normal mode, but that's a choice you (and each individual player) would make based on whether you were prioritizing rewards or "functional and immersive" questing.
You would certainly not be "worse off" than other players who couldn't participate in difficult mode. Those are the players who would take approximately the same time to collect the same rewards in normal mode as you who insist normal mode is too easy would take in difficult mode.
spartaxoxo wrote: »
I don't really understand how you would be "worse off" if there was no reward increase. I mean, I guess you might not earn as much in difficult mode as quickly as you would in normal mode, but that's a choice you (and each individual player) would make based on whether you were prioritizing rewards or "functional and immersive" questing.
You would certainly not be "worse off" than other players who couldn't participate in difficult mode. Those are the players who would take approximately the same time to collect the same rewards in normal mode as you who insist normal mode is too easy would take in difficult mode.
sans-culottes wrote: »Adding my two-bob's worth...
With opt-in difficulty please do NOT provide extra or better rewards beyond: more gold, more XP, more white/green gear trash. Ie: nothing that could be construed as significant enough that less able / old (senior) / newcomers / handicapped / casual players feel they are missing out.
I am in a couple of those above categories.
Many long time players want increased difficulty. But many long time players are also fearful that they'll be locked out of content too. I am already locked out of Trials and high level PvP. I don't want to be locked out of Overland content too.
Sure, make the vocal group clammouring for more difficulty happy. Give them that but nothing more and make it opt in. That means that the rest of us can continue on as per normal playing the greatest ever MMORPG!
@Taraezor, rewards like cosmetics and titles already exist behind content that not everyone can or wants to complete. That has been the case for years. Trials, veteran dungeons, and hard modes have exclusive rewards, yet no one claims those systems are exclusionary.
Optional difficulty needs an incentive. Players who opt in to a harder experience should not be expected to accept slower XP, more risk, and longer fights with nothing in return. That is not a power grab. It is basic game design.
No one is being “locked out” by someone else choosing to play differently. Suggesting otherwise relies on imagined harm to justify denying others the chance to enjoy the game more fully.
Maybe "locked out" isn't the best term, but rewards that are only obtainable through challenging content are not accessible to all players (for a variety of reasons which multiple people have already laid out on this board). It's not that those players want to punish others who "play differently." It's that they don't want to miss out on yet more rewards.
spartaxoxo wrote: »-snipped-Maybe "locked out" isn't the best term, but rewards that are only obtainable through challenging content are not accessible to all players (for a variety of reasons which multiple people have already laid out on this board). It's not that those players want to punish others who "play differently." It's that they don't want to miss out on yet more rewards.
Which is why I don't agree with exclusive rewards on one and done content. But "you can't have anything at all and should be worse off for daring to want to enjoy the story," (not a direct quote of anyone just an example) takes things too far in the other direction. How the game feels to play for people who would actually use the game mode is just as important as it would feel to those who opt out. It's not fair to force a tradeoff for one group and not the other. It's not fair to have someone work twice as hard for half the rewards.
Rewards that aren't exclusive is sensible and fair.
I'm not talking about giant flashy mounts or whatever right now.
Yes. Anything remotely decent is too big. Exactly.
Give the players begging for more difficulty just that. More difficulty on tap.
Let the nomries continue as is. And ensure the normies don't feel locked out - nothing extra offered thus we don't feel as though we've been locked out.
Win win for everone you'd have to agree. We all get what we want
I don't think you understand that for some people they are working just as hard in normal mode as others would be working in difficult mode. Also, no one is arguing that we want the other side to be "worse off for daring to enjoy the story."
spartaxoxo wrote: »spartaxoxo wrote: »
I don't really understand how you would be "worse off" if there was no reward increase. I mean, I guess you might not earn as much in difficult mode as quickly as you would in normal mode, but that's a choice you (and each individual player) would make based on whether you were prioritizing rewards or "functional and immersive" questing.
You would certainly not be "worse off" than other players who couldn't participate in difficult mode. Those are the players who would take approximately the same time to collect the same rewards in normal mode as you who insist normal mode is too easy would take in difficult mode.
My exp gain isn't about what someone else can do. It is about what I can do.
If I used to kill 100 mobs for 1000 exp in one hour and now I can only kill 50 mobs for 500 exp in one hour, then I earn less exp for the same amount of playtime. (Numbers for illustration purposes only). Objectively, gameplay wise, I am worse off questing to level up an alt in hard. Which means if I want to level up an alt to 50, I have to pick between function and immersion.
This is not a choice or a tradeoff for casual mode players. They can use questing for immersion and function.
Immersion + Function = normal
Immersion only = vet
That is objectively worse off. I have lost the entire gameplay functionality of questing.
So, then the question becomes does that tradeoff serve a purpose? If you're going to penalize players for using a gameplay function, there should be an actual point to the penalty. For example, you lose out on transmute crystals if you queue directly for Fungal Grotto instead of using random finders to ensure that players can get a group for any dungeon.
There is no sense to a exp penalty for overland difficulty. There is no queue to protect. How much exp I get has nothing to do with anyone else because exp is a solo, bound resource. Exp is also an abundant resource that is not exclusive to questing.
There are no negative impacts to anyone else except players disliking the idea of vets getting something decent or deciding on their own to always do the max reward version of everything. The latter is self-inflicted and not a good reason to destroy the gameplay function of a system. Neither should games be balanced around what one group of players feels another deserves IMO.
This is why pretty much every game that gives players a difficulty option also adjusts exp and coin gain, so that the only thing players have to decide on which mode they want to play is which mode would be the most fun and immersive. Some go further to making the game actively reward picking harder difficulties. But, most at least do the bare minimum of making it a net neutral decision. I actually have never played a game that did not. Or at least not one I can recall at this moment
First, the function part of the equation would still be there in hard mode because you would be able to earn the same rewards just at a slower rate.
If the idea of rewarding players for making things harder and slower for the sake of immersion is applied consistently, that would mean that a player who makes things harder and slower for themselves by using non-optimal skills and equipment should likewise have their rewards increased.
If the idea of rewarding players for making things harder and slower for the sake of immersion is applied consistently, that would mean that a player who makes things harder and slower for themselves by using non-optimal skills and equipment should likewise have their rewards increased.
Apart from the many ingredients objectively going into such an equation, and the fact that such granularity is quite over the top
A few difficulty tiers with a compensation in quantitative terms
Keep track of how much xp over time is being gained while in combat, and adjust a reward multiplier accordingly.
If the reason for that is because risk and slowness increase when choosing an option to increase immersion, and that a reward multiplier needs to be in effect in order to have the same rewards in the same time frame as less immersive options, as has been argued by many posts recently, then the same multiplier needs to be in effect for any increase of immersion that results in a decrease in farming efficiency.