
Red_Feather wrote: »ZoS, you really need to consider using a curse system instead of just 'monsters do more damage, players take more damage'. This isn't going to make overland content more interesting. It may actually do the opposite.
Red_Feather wrote: »ZoS, you really need to consider using a curse system instead of just 'monsters do more damage, players take more damage'. This isn't going to make overland content more interesting. It may actually do the opposite.
As we noted, this is the start of the system. We want to get a base system in player hands and then build out from there over time.
Based on feedback from various in-person events and player discussions, we believe starting with experience and gold is a good way to gauge player engagement.
Based on feedback from various in-person events and player discussions, we believe starting with experience and gold is a good way to gauge player engagement.
I think that's a terrible way to gauge player engagement - I can already predict very few will use this, because I've seen this before. People don't spend time on things they feel don't reward their time, and taking at least 5 times as long to get twice the exp won't compel people to do this for a significant amount of time.
We went through this with old Craglorn, and I'd rather we didn't have to repeat that lesson.
I'll make a point to use this so the system isn't abandoned, but I really hope you'll add more rewards down the line.
(Wouldn't trade bars make a good reward in some fashion? The store for possible goodies is already there, and nobody is locked out of any rewards if they don't want to play at a higher difficulty.)
Based on feedback from various in-person events and player discussions, we believe starting with experience and gold is a good way to gauge player engagement.
I think that's a terrible way to gauge player engagement - I can already predict very few will use this, because I've seen this before. People don't spend time on things they feel don't reward their time, and taking at least 5 times as long to get twice the exp won't compel people to do this for a significant amount of time.
We went through this with old Craglorn, and I'd rather we didn't have to repeat that lesson.
I'll make a point to use this so the system isn't abandoned, but I really hope you'll add more rewards down the line.
(Wouldn't trade bars make a good reward in some fashion? The store for possible goodies is already there, and nobody is locked out of any rewards if they don't want to play at a higher difficulty.)
I got a few questions:
1. If I fight a world boss while having selected the highest difficulty, and a player comes along who uses the lowest difficulty, would they melt my boss? If so, do I still get the increased rewards? If yes - that seems like a big flaw, there would be little reason not to crank up the difficulty for extra XP & gold if you know you aren't gonna fight alone. Plus, surely it would look extremely odd to see another player waltz in and seemingly spit out 1mil DPS.
Based on feedback from various in-person events and player discussions, we believe starting with experience and gold is a good way to gauge player engagement.
I think that's a terrible way to gauge player engagement - I can already predict very few will use this, because I've seen this before. People don't spend time on things they feel don't reward their time, and taking at least 5 times as long to get twice the exp won't compel people to do this for a significant amount of time.
We went through this with old Craglorn, and I'd rather we didn't have to repeat that lesson.
I'll make a point to use this so the system isn't abandoned, but I really hope you'll add more rewards down the line.
(Wouldn't trade bars make a good reward in some fashion? The store for possible goodies is already there, and nobody is locked out of any rewards if they don't want to play at a higher difficulty.)
The idea is to add more rewards down the line. Right now, we want to make sure we see how folks use the system while we work to refine and build out the system. I think the core takeaway from us is, this is a starting point, not the final update to the system.
But again, totally understand your point here and will make sure folks on the team see this. Just so they know thoughts on rewards.
BloodstainedFay wrote: »Personally, I see no need for this system to even have rewards. I am happy that I'll be able to do story content without one shotting Multiversal Level Threats with a single light attack as before.
The real painpoint for me is the fact that somehow we're sharing the world with people in other difficulty levels? This on paper has a few issues
- Imagine you're on Vestige difficulty, fighting mobs. A group of players on Adventure difficulty show up and just steamroll everything for you. Fun killer right there.
- This is exploitable. You can have 1 person on Vestige difficulty working with lower difficulty people to essentially quickly EXP & Gold Farm (and whatever other rewards you have later down the line)
I genuinely do not see a way this'll work -without- splitting the playerbase into shards, and honestly with this being an Overworld/Quest content only feature I don't see why you're so against sharding here.
The main reason people are against Dungeon-level rewards being put in higher difficulty is because the increased difficulty is supposed to be its own reward. Making the game more immersive for people who are bored or frustrated by how quickly they can mow things down. Overland isn't meant to give you high end rewards like Dungeons and Trials and the like. It's meant for delivering the majority of story content.AlexanderDeLarge wrote: »I know the article mentions that rewards are minimal at launch and it's built with expansion in mind but I think parity with veteran dungeons and trials and arenas (purple/gold gear) would make sense. The precedent is there.
I hope one day we can "NG+" the game and reset our progression to experience all of this on our established characters.
I will be using it regardless of rewards, but it just feels odd for this to be the one exception to the general design of more challenge = more reward. I'm glad this is finally happening. Thank you ZOS team.
The main reason people are against Dungeon-level rewards being put in higher difficulty is because the increased difficulty is supposed to be its own reward. Making the game more immersive for people who are bored or frustrated by how quickly they can mow things down. Overland isn't meant to give you high end rewards like Dungeons and Trials and the like. It's meant for delivering the majority of story content.AlexanderDeLarge wrote: »I know the article mentions that rewards are minimal at launch and it's built with expansion in mind but I think parity with veteran dungeons and trials and arenas (purple/gold gear) would make sense. The precedent is there.
I hope one day we can "NG+" the game and reset our progression to experience all of this on our established characters.
I will be using it regardless of rewards, but it just feels odd for this to be the one exception to the general design of more challenge = more reward. I'm glad this is finally happening. Thank you ZOS team.
Now having there be Pursuits tied to it would be fine imo, and also adding it to Tomes when those come out. Individual Pursuits can be skipped and the Tomes can be reset freely, so people who can't or don't want to engage in that can skip it without losing anything. But because Overworld content is the majority of what people play, putting high-end rewards can make them feel like they're being locked out of stuff.
As for people worried about exploitation with a group of people running on the hardest setting working with someone on the lowest to farm exp and gold...I don't really see how either is a problem to be honest 'n__n. You might be able to power level new characters at light speed or grind out CP faster but is that honestly gamebreaking? I mean everyone already says you can level a fresh character in a day as it is, is doing it a bit faster reeeeaaaaally that big of a deal? And CP itself also has a hard cap, but after a certain point they're useless anyway because no build requires maxed CP. As for the gold, you get so little from Overland that even boosting the amount by like 200% only means instead of 200 gold for killing a pack of trash, you're getting 400 instead. Nooooot really lottery level amounts of gold, heh.
The idea is to add more rewards down the line. Right now, we want to make sure we see how folks use the system while we work to refine and build out the system. I think the core takeaway from us is, this is a starting point, not the final update to the system.
But again, totally understand your point here and will make sure folks on the team see this. Just so they know thoughts on rewards.
BloodstainedFay wrote: »
The real painpoint for me is the fact that somehow we're sharing the world with people in other difficulty levels? This on paper has a few issues
- Imagine you're on Vestige difficulty, fighting mobs. A group of players on Adventure difficulty show up and just steamroll everything for you. Fun killer right there.
- This is exploitable. You can have 1 person on Vestige difficulty working with lower difficulty people to essentially quickly EXP & Gold Farm (and whatever other rewards you have later down the line)
I genuinely do not see a way this'll work -without- splitting the playerbase into shards, and honestly with this being an Overworld/Quest content only feature I don't see why you're so against sharding here.