I like the idea of increasing overland difficulty. Open-world combat has been too easy for a long time, and making fights more engaging is a good change.
My issue is specifically with reducing or capping player damage. I’d rather see enemies with more health instead of making players feel weaker. Since players can change difficulty on the fly, keeping player damage consistent across all difficulties would also make it much easier to understand and compare the strength of our builds.
The goal is good, but I don’t think lowering player damage is the right way to achieve it.
Hapexamendios wrote: »No direction
It's a feature I don't have any interest in.
The mobs are what you call bullet sponges now. It will take you longer to kill wolves now, and you get an extra gold reward for it. I can't wait to see how this unfolds when it is launched. I won't be changing it, that's for sure.
What we have since the One Tamriel update is actually a really good system. Players of different levels can fight side by side while having their power roughly equalized, with rewards still scaling based on level and Champion Points. That works because the game is trying to keep players on a similar power level.
The mobs are what you call bullet sponges now. It will take you longer to kill wolves now, and you get an extra gold reward for it. I can't wait to see how this unfolds when it is launched. I won't be changing it, that's for sure.
Having played with it some i really like it. it has ruined the live game for me. I do wish it separated players by difficulty but zos said they can't do that. if this is the best they can do it will gladly take it.
There are four tiers in ESO's overland difficulty system. Adventurer is the current default. The other three debuff your character and increase your gold and XP rewards.
All numbers below are work in progress.
Adventurer: Default difficulty, no changes to damage or rewards
Seasoned: Take 100% more damage, deal 20% less. Rewards +50% gold and +20% XP
Master: Take 300% more damage, deal 50% less. Rewards +100% gold and +75% XP
Vestige: Take 600% more damage, deal 80% less. Rewards +200% gold and +100% XP
My issue is specifically with reducing or capping player damage. I’d rather see enemies with more health ... keeping player damage consistent across all difficulties would also make it much easier to understand and compare the strength of our builds
Maybe ESO is dead or coming close to its end? I sorta feel like the game has entered its 'end of life care phase' and its sitting in the old folks home. It does not feel like a vibrant, living, evolving game anymore.
MaleAmazon wrote: ».
Lastly, as someone who has played ESO on and off (at very varying levels of proficiency) from the very start, here´s a quote for perspective:Maybe ESO is dead or coming close to its end? I sorta feel like the game has entered its 'end of life care phase' and its sitting in the old folks home. It does not feel like a vibrant, living, evolving game anymore.
From AtmaDarkwolf.
In 2016.
MaleAmazon wrote: »I don´t play PTS, so I´ll take eso-hub´s word:it is kind of remarkable how Diablo 4 and ESO are basically the exact same game design, they actually mostly differ by camera angle.
Hmm, I don't think you are actually comparing like with like here from a software design and architecture level. It seems to me that what ZOS are putting out is the best they can probably do without having to re write the entire game.
ESO_player123 wrote: »
The actually said that they can't here:
https://forums.elderscrollsonline.com/en/discussion/691351/update-50-pts-week-1-summary/p1
ESO_player123 wrote: »
The actually said that they can't here:
https://forums.elderscrollsonline.com/en/discussion/691351/update-50-pts-week-1-summary/p1
They cite "technical standpoint", they mean "financial". Multiple instances of zones already exist - that means it is technically possible. What would be required is some additional coding to put anyone who is on a different difficulty into the same instance. Or those who change difficulty being ported to a suitable instance. They would have to have 4x the number of instances they have running now, one for each difficulty. That's a huge cost.
ESO_player123 wrote: »
The actually said that they can't here:
https://forums.elderscrollsonline.com/en/discussion/691351/update-50-pts-week-1-summary/p1
They cite "technical standpoint", they mean "financial". Multiple instances of zones already exist - that means it is technically possible. What would be required is some additional coding to put anyone who is on a different difficulty into the same instance. Or those who change difficulty being ported to a suitable instance. They would have to have 4x the number of instances they have running now, one for each difficulty. That's a huge cost.