
Why would groups need a challenge difficulty toggle? Are people forming groups to run overland content now?
Erickson9610 wrote: »Why would groups need a challenge difficulty toggle? Are people forming groups to run overland content now?
Yes, guilds sometimes run events in overland zones, where they collect skyshards, complete delves/public dungeons, defeat world bosses, and so on. It's great for helping new characters get skill points and complete the map.
The difficulty setting is useful for those guilds because it gives the veteran players more of a challenge, and it helps the newer players learn how to survive with harder difficulty, which is useful for training players to tackle harder difficulty content like Dungeons, Trials, Arenas, and (of course) PvP.
Erickson9610 wrote: »Why would groups need a challenge difficulty toggle? Are people forming groups to run overland content now?
Yes, guilds sometimes run events in overland zones, where they collect skyshards, complete delves/public dungeons, defeat world bosses, and so on. It's great for helping new characters get skill points and complete the map.
The difficulty setting is useful for those guilds because it gives the veteran players more of a challenge, and it helps the newer players learn how to survive with harder difficulty, which is useful for training players to tackle harder difficulty content like Dungeons, Trials, Arenas, and (of course) PvP.
If they're new players they won't be interested in challenge difficulty. I don't know any vet players that are interested in it either. We just play the harder content like vet trials and PvP in Grey Host if we want a challenge.
Erickson9610 wrote: »The difficulty setting is useful for those guilds because it gives the veteran players more of a challenge, and it helps the newer players learn how to survive with harder difficulty, which is useful for training players to tackle harder difficulty content like Dungeons, Trials, Arenas, and (of course) PvP.
SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
Erickson9610 wrote: »The difficulty setting is useful for those guilds because it gives the veteran players more of a challenge, and it helps the newer players learn how to survive with harder difficulty, which is useful for training players to tackle harder difficulty content like Dungeons, Trials, Arenas, and (of course) PvP.
I was with you right up until that point.
What makes dungeons/trials difficult isn't how hard the mobs hit, or even how much damage you can do to them, it's the complexity of the fight. It's learning the mechanics of the phases and when they happen.
There is no change in the complexity in overland between Adventurer and Vestige. As someone who spends time training newbies in dungeons and trials, I have to say that using overland as a training ground for that is not going to help them.
No thanks, i do not want my Challenge Difficulty to be changed by anyone besides me
tomofhyrule wrote: »DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
In this case, then the group lead can just ask the group members to be on a specific difficulty though. It's possible for groups to all choose that, and then it's not mandated from someone else.
This suggestion removes the agency of the players.
tomofhyrule wrote: »DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
In this case, then the group lead can just ask the group members to be on a specific difficulty though. It's possible for groups to all choose that, and then it's not mandated from someone else.
This suggestion removes the agency of the players.
Erickson9610 wrote: »tomofhyrule wrote: »DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
In this case, then the group lead can just ask the group members to be on a specific difficulty though. It's possible for groups to all choose that, and then it's not mandated from someone else.
This suggestion removes the agency of the players.
The issue is that sometimes group members fail to select and apply the agreed upon difficulty.
Erickson9610 wrote: »tomofhyrule wrote: »DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
In this case, then the group lead can just ask the group members to be on a specific difficulty though. It's possible for groups to all choose that, and then it's not mandated from someone else.
This suggestion removes the agency of the players.
The issue is that sometimes group members fail to select and apply the agreed upon difficulty.
You can tell them that they need to select and apply the agreed upon difficulty.
if they do not agree, that is their choice, and you have the choice to kick them from the group.
DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
DestroyerPewnack wrote: »Sure, that would work. But OP's suggestion is more efficient, especially for the purpose they're suggesting it (overland guild events.)
It's much easier for one person to set the difficulty for the entire group, than it is for one person to check, make sure and guide 11 other players to have the correct difficulty set.
There is no change in the complexity in overland between Adventurer and Vestige. As someone who spends time training newbies in dungeons and trials, I have to say that using overland as a training ground for that is not going to help them.
tomofhyrule wrote: »DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
In this case, then the group lead can just ask the group members to be on a specific difficulty though. It's possible for groups to all choose that, and then it's not mandated from someone else.
This suggestion removes the agency of the players.
spartaxoxo wrote: »There is no change in the complexity in overland between Adventurer and Vestige. As someone who spends time training newbies in dungeons and trials, I have to say that using overland as a training ground for that is not going to help them.
Untrue. Many of the enemies have mechs you never even see or saw but didn't have to care about on Adventurer that are something you have to learn on Vestige.
One of the reasons I've enjoyed Vestige is because I'm actually having to pay attention to mechanics, and I actually have to roll dodge, block, heal, and break free.
tomofhyrule wrote: »spartaxoxo wrote: »There is no change in the complexity in overland between Adventurer and Vestige. As someone who spends time training newbies in dungeons and trials, I have to say that using overland as a training ground for that is not going to help them.
Untrue. Many of the enemies have mechs you never even see or saw but didn't have to care about on Adventurer that are something you have to learn on Vestige.
One of the reasons I've enjoyed Vestige is because I'm actually having to pay attention to mechanics, and I actually have to roll dodge, block, heal, and break free.
The point they're making is that those mechanics always existed regardless of difficulty, we just never needed to respect them.
The big difference between mechanics in overland versus mechanics in group stuff is that there are some mechanics that simply don't exist in lower difficulty modes.
Consider: regardless of difficulty, the adds with daggers will back up and have a channeled dagger throw. But Bahsei's entire portal thing doesn't happen outside of HM.
DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
These are not analogous.
An instance’s difficulty is a setting that applies to the instance. It changes the mobs and mechanics in the instance rather than the player characters. The group lead is thus controlling the environment, not the players within it. When the latter was attempted, it took a matter of days for ZOS to shut it down.
Personal difficulty settings for overland are the opposite. They change the player character, not the world around it. Each person has the ability to control that setting for themselves at all times as part of retaining control over their character. If the group wants everyone to choose the same thing together, they are all more than capable of selecting the appropriate setting without someone doing it for them. Friendly reminders here would go a long way towards supporting personal agency, responsibility, and interpersonal relations. If a person needs to have their difficulty settings controlled because they refuse to set it appropriately for the group after a reminder, a difficulty override is not going to address the bigger issues there.
DestroyerPewnack wrote: »What OP and the rest of us are talking about here is not taking away your personal freedom, but giving guild event leads a tool to make hosting overland guild events seamless. You still have all the freedom in the world to choose whether or not to join a group.