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Difficulty slider?

OutcastVP
OutcastVP
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Is there supposed to be any sense of freedom is this game or are we supposed to just follow a line, doing the quest in order? The reason I ask is because I decided to go on my own way, exploring and doing harder quest because I like the difficulty. But when I went back to the previous area to do the quests I had missed the diffulty was just a joke because I was a bit over their level now.

Is it possible there could come a patch that could include a difficult modifier? So level 5 monsters would become level 10 monsters and so on. Then it would not matter as much if you went ahead and did harder missions, because you could always turn upp the diff mod if you went back and did missions you had "missed" before and you could still get a resonable challange and xp.
Edited by OutcastVP on April 12, 2014 4:30PM
  • nerevarine1138
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    That's completely unfeasible in an MMO.

    You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.
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    Murray?
  • Crumpy
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    It's an mmo you don't get difficulty sliders with them - as far as my experience goes
    I lyke not this quill.
  • OutcastVP
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    That's completely unfeasible in an MMO.

    You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.

    How is that unfeasible in an MMO. There are many many ways to solve that problem.
  • Crumpy
    Crumpy
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    Just sayin
    I lyke not this quill.
  • Pelerin2014
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    That wouldn't work at all, you can't adjust the difficulty just for you - there are other players around fighting the same enemies.
    Pelarius, Imperial Dragonknight of the Aldmeri Dominion.
  • nerevarine1138
    nerevarine1138
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    OutcastVP wrote: »
    That's completely unfeasible in an MMO.

    You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.

    How is that unfeasible in an MMO. There are many many ways to solve that problem.

    You're in this world with other people (that's what the second M in MMO stands for). They can't implement some kind of magic slider without phasing the entire world to your individual tweaks.
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    Murray?
  • OutcastVP
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    It is totally possible to do though. I know ways that it could be implemented and still work with other players.
  • nerevarine1138
    nerevarine1138
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    OutcastVP wrote: »
    It is totally possible to do though. I know ways that it could be implemented and still work with other players.

    Oh? Please name one way.
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    Murray?
  • manyrabidrats
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    o geeze, you started ANOTHER with the same topic? how on earth could a game slider work, please tell me?
    would it alter your stats to give you a boost so you can do quests easier? thats kinda riddiculous. it cant modify the monsters' stats, that would alter other people's effect on mobs.
  • OutcastVP
    OutcastVP
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    OutcastVP wrote: »
    It is totally possible to do though. I know ways that it could be implemented and still work with other players.

    Oh? Please name one way.

    Is it so hard to understand? What are the specifics problem you have trouble understanding working?

    A level 5 monster fighting a player of diff mod 1 would for example hit him with 10 damage and you hit him with 10 damage. Another player fighting the same monster, but on diff mod 2 would hit that monster with the same weapon for only 5 damage and the monster would hit him back with 20 damage. (Or whatever the jump is for an enemy that is level 5 vs level 10)
    Edited by OutcastVP on April 12, 2014 4:41PM
  • Crumpy
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    Not sure you understand how these games work
    I lyke not this quill.
  • OutcastVP
    OutcastVP
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    Crumpy wrote: »
    Not sure you understand how these games work

    I am seriously thinking the same for you people, the ingorance here I have not seen in any other forum. Can you please explain what you dont understand about this system and what the problem is.

  • Crumpy
    Crumpy
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    'Knew that'd get you going
    I lyke not this quill.
  • OutcastVP
    OutcastVP
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    Crumpy wrote: »
    'Knew that'd get you going

    You know I respect arguments better then just empty words. I am still waiting for your explenation. If you have one that is.
  • knightblaster
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    OutcastVP wrote: »
    That's completely unfeasible in an MMO.

    You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.

    How is that unfeasible in an MMO. There are many many ways to solve that problem.

    You're in this world with other people (that's what the second M in MMO stands for). They can't implement some kind of magic slider without phasing the entire world to your individual tweaks.

    That could be done, though. GW2 did it in the other direction (i.e., deleveling the player to the appropriate zone level when in lower level zones).
  • nerevarine1138
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    OutcastVP wrote: »
    OutcastVP wrote: »
    It is totally possible to do though. I know ways that it could be implemented and still work with other players.

    Oh? Please name one way.

    Is it so hard to understand? What are the specifics problem you have trouble understanding working?

    A level 5 monster fighting a player of diff mod 1 would for example hit him with 10 damage and you hit him with 10 damage. Another player fighting the same monster, but on diff mod 2 would hit that monster with the same weapon for only 5 damage and the monster would hit him back with 20 damage. (Or whatever the jump is for an enemy that is level 5 vs level 10)

    Which would be ridiculous and insanely difficult, if not impossible, to code correctly. How do they scale players up for content or scale monsters down in a way that doesn't give people an unfair advantage when leveling?

    The only kind of level scaling that has been successfully implemented in a game was in GW2, but that only involved scaling players down to the level of the zone (while keeping all their abilities and item buffs, so it was still much easier).

    This isn't a single-player game. There are going to be level restrictions on zones. This is normal, and if you've ever played the series, you should appreciate that this is closer to Morrowind's style of leveled monsters.
    Edited by nerevarine1138 on April 12, 2014 5:00PM
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    Murray?
  • Dahkoht
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    Theoritically possible to code this ? yes

    Worth the trouble and time it would take ? Absolutelely not

    Go play a single player game.

  • OutcastVP
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    You people don't even know what you are talking about. Knightblade is the only one who have made a resonable comment so far. And no it would not be hard to code at all. It is as basic as it gets. The system is already in there, that is what is happening when you are meeting a level 5 mudcrab or a level 10 mudcrab. Some values are multiplied by another value/values. I am a developer myself so I know. It does not get much more basic then that.

    The GW system would work also for difficulty I guess, but I think this is a better system. It would also require less change.
    Edited by OutcastVP on April 12, 2014 5:26PM
  • nerevarine1138
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    OutcastVP wrote: »
    You people don't even know what you are talking about. Knightblade is the only one who have made a resonable comment so far. And no it would not be hard to code at all. It is as basic as it gets. The system is already in there, that is what is happening when you are meeting a level 5 mudcrab or a level 10 mudcrab. Some values are multiplied by another value/values. I am a developer myself so I know. It does not get much more basic then that.

    The GW system would work also for difficulty I guess, but I think this is a better system. It would also require less change.

    Except you're asking for a system where the mudcrab is level 5 for me, but level 10 for you, and we both appear in the same phase of the game. Oh, and you'll still get adjusted experience, even if I do the legwork. It's a ridiculous proposition, and it makes no sense. The game is hardly linear, but it wasn't meant to be a totally open sandbox.
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    Murray?
  • manyrabidrats
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    If i understand correctly.. with the phasing method for different level zones.. even if we have an instance for every 5 levels or so, in addition to the current phasing and states for towns/quests. its kind of a logical nightmare from a coding pov. the risk of //nullpointerexception// or //indexoutofrange// or //stackoverflow// errors depending on how they implemented their system, is drastically increased and testing additional levels of phasing would take months. the idea of level in area and move on is hardly new. whether it is restricted by levels/progress (dark souls esque) or by equipment (legend of zelda); these are not new concepts.
    Even if it is possible to get all the phasing right within reasonable cost/time, you must acknowledge that the vast majority have no problem with the current system. and as a whole, therefore, does not need to be changed.
  • OutcastVP
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    Except you're asking for a system where the mudcrab is level 5 for me, but level 10 for you, and we both appear in the same phase of the game. Oh, and you'll still get adjusted experience, even if I do the legwork. It's a ridiculous proposition, and it makes no sense. The game is hardly linear, but it wasn't meant to be a totally open sandbox.

    It is no different to balance compared to now where there being level 1 characters and level 25 characters fighting the same monsters as it is now. Or if you are 4 level 5 friends who are playing together and fighting a monster.

    I am a level 10 character now playing in the level 5 area. So by your logic other people who are playing by my side are getting experience for my "legwork" in the same way when I run around killing enemies with one blow that take them 5 blows. It is the same thing.
  • Nathano
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    OutcastVP wrote: »
    You people don't even know what you are talking about. Knightblade is the only one who have made a resonable comment so far. And no it would not be hard to code at all. It is as basic as it gets. The system is already in there, that is what is happening when you are meeting a level 5 mudcrab or a level 10 mudcrab. Some values are multiplied by another value/values. I am a developer myself so I know. It does not get much more basic then that.

    The GW system would work also for difficulty I guess, but I think this is a better system. It would also require less change.

    Say you implemented this, you would get the situation where you have a player who is looking for a real challenge (putting their difficulty slider all the way up) having long epic battles with mobs only for another player (with their difficulty slider all the way down) come along and 1 shot the mobs they are fighting. There would be so many cries of greifing.

    Also players would be able to put it on the easiest difficulty, breeze through the content in a few days and then complain that there is too little content in the game. The game has barely been out a week and there are already people at level 50 complaining there is no end game.
  • kyuven
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    I don't think you quite grasp how difficult that would be to code. More goes into a mob when they level than simply their stats. They also get new skills and other gimmicks that make the fight more difficult.
    It's not too difficult to scale down characters to lower levels to fight lower level encounters, as evidenced by a plethora of games having it has a feature (EQ2, GW2, the late CoH, and many more I can't remember) and it's also possible to "bolster" characters to higher levels (this game already does that for PVP, more or less.)
    However, doing a dynamic on the fly change like that for a single mob is absolute programming suicide.
    Let's say you have a level 5 mudcrab. A level 10, a level 20, a level 50, a level 1, and a level 5 all want to fight it.This means the game has to crap out the stats for all 5 players at the exact same time from the exact same mob. Sure, ok.
    But you may have noticed there's not just one mudcrab. Hell, the higher level you get in TESO the more mobs you fight simultaneously. This means there's more of a chance of problems.
    And this isn't even getting into that the programmers would need to completely rework how mobs in the game function in order to make this idea work.
    It's such a byzantine mess of problems that you'd either need to build your entire game around the concept, or just not bother with it at all.
    the fact that I've never, *EVER* in my fourteen years of MMO experience seen a system that functions like that demonstrates to me that it's a horribly impractical idea.
  • OutcastVP
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    Except you're asking for a system where the mudcrab is level 5 for me, but level 10 for you, and we both appear in the same phase of the game. Oh, and you'll still get adjusted experience, even if I do the legwork. It's a ridiculous proposition, and it makes no sense. The game is hardly linear, but it wasn't meant to be a totally open sandbox.

    It is no different to balance compared to now where there being level 1 characters and level 25 characters fighting the same monsters as it is now. Or if you are 4 level 5 friends who are playing together and fighting a monster.

    I am a level 10 character now playing in the level 5 area. So by your logic other people who are playing by my side are getting experience for my "legwork" in the same way when I run around killing enemies with one blow that take them 5 blows. It is the same thing. That is actually worse then the reverse, there would be less instances of powerful player coming in and "stealing" your kills. And you would not get kills easier just because there are some low level player fighting the same monster as you. Remember that with the scaling you are both dealing aprox the same amount of damage.
  • kyuven
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    Oh, but I *would* support a difficulty slider for instanced dungeons. Those systems usually work ok.
    But a dynamic one? Nuts to that.
  • OutcastVP
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    Nathano wrote: »

    Say you implemented this, you would get the situation where you have a player who is looking for a real challenge (putting their difficulty slider all the way up) having long epic battles with mobs only for another player (with their difficulty slider all the way down) come along and 1 shot the mobs they are fighting. There would be so many cries of greifing.

    Also players would be able to put it on the easiest difficulty, breeze through the content in a few days and then complain that there is too little content in the game. The game has barely been out a week and there are already people at level 50 complaining there is no end game.

    There would only be possible to set the slider Up. So there would be no breezing through. This is just to allow you to play areas you have "missed" and still get a challange and not just feel like you are plowing trhough everything just because you have done other things so you are now overpowered.


  • rawne1980b16_ESO
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    They can barely get the quests and mobs they have in already to work properly and you want them to code mobs that are 2 levels at the same time....

    Have I entered the twilight zone?
  • Caran
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    In Guild Wars 2, your level is reduced if you are too high level for a certain area.
  • iRyuurin
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    Why should easy quests/ low lvl mobs scale up? Aren't they soposed to be low level thus one should feel overpowered if he's higher/stronger.
  • Thete
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    OutcastVP wrote: »
    Crumpy wrote: »
    Not sure you understand how these games work

    I am seriously thinking the same for you people, the ingorance here I have not seen in any other forum. Can you please explain what you dont understand about this system and what the problem is.

    When you're having an argument with the whole world, it may just be that the whole world knows something you don't.
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