This brings to mind something I didn't like to see but certainly understand ZOS's choice. My first character play was through AD where I filled out many achievements pertaining to that alliance. I then started a second character in EP and discovered to my disappointment all of my achievements in AD lost as I fill out EP achievements. It's not any real problem because I'm not trying to play the game 100% by any means. If I was I'd have to embrace playing the AD character through VR through EP and DC and beyond and that isn't going to happen.This would be perfect. Achievements should indicate what level they were completed on by the way.
fosley_ESO wrote: »No, it doesn't, and it never has. People have markedly different skill levels. You can't push a magical button and change that, so unless you implement some way for people both with lower skills and with higher skills to compete in a way that is difficult for them as an individual, you will never have appropriate difficulty for most players.It's a MMO. Balance the game and difficulty sorts itself out.Tell me that is not what happened in WoW. Ppl in raid finder pretty much same gear and the only had spam one key. Hell go to 25 man and only 10 had to spam one key.WoW has heroic modes that are harder than any content in vanilla, and they are able to do this because of the existence of other difficulties. And at the same time, they are able to make the content accessible to a far greater number of players, also because of the other difficulties. For every "waaaa, catering to casuals is bad because I don't feel special anymore" post, there are a hundred "thank you Blizzard for letting us play on a difficulty commensurate with our experience and time constraints" posts (and a thousand more people just enjoying the content that appeals to them).If you played wow they made heroics/raid heroics/then raid finder. I am sorry but if they just left it alone it would have been ok. Heroics worked for dungeons not raids so much.Why? Hmm. Let say I suck at pve can't do some stuff what others can do but get the same gear..is that fair?Except it doesn't have to be the same gear, so those comments are irrelevant, and the people who have no chance of completing content aren't going keep trying, they're going to quit playing so they can do something that's actually fun and engaging for them.Then everyone is wear same gear just make it one difficulty, if you can't complete then well keep trying. If 90% have the item then what makes it special?They already do this, in pretty much every type of sport in existence. Weight classes, rankings, sex, age. Anything that would make a fight ridiculously one-sided is prevented as best as possible. Because if there isn't some reasonable chance of either side winning the fight, why bother fighting, rooting, or watching?Next time when I am doing mma I will ask the guy that can beat me to be Nerfed. Lol. Like put one arm behind his back.Everyone who bought the game has earned the exact same thing you have: a game that should be fun *for them*. Your money isn't somehow more valuable because you may or may not be a better than average player.Push yourself to get better, I hate bums or ppl that think they should have what others earned. I take this as a slap in the face. Look at wow and go there u can have raid finder.
This has nothing whatsoever to do with people mooching off your effort, forcing you to work harder so they can do nothing and get some of your rewards. This has everything to do with giving people more options to play a *video game* that is all about entertainment, in a way that is fun for them, while doing nothing to your experience.
And your continued use of WoW as an "argument" makes you look even more absurd. WoW is the most successful MMO to date. You don't have to like it, play it, or want to play it. But it clearly does something right, or it wouldn't still be going strong 10 years later. Plus, every complaint you've had about WoW has been utterly unfounded, like you're just throwing a catch-phrase out there with no concept of what you're talking about.
The problem is this:
If they leave everything at a level where a huge chunk of the playerbase is effectively barred from three-quarters of the content because of the extreme difficulty spike, those people will leave because there's nothing for them to do.
If they nerf everything to a level where 95% of the playerbase can complete it, a huge chunk of the more skilled playerbase will have nothing meaningful to do, so they'll leave.
In either case, the game loses players, the company makes less money, the game is unable to progress as well due to a lack of funds, and the game becomes less fun for whoever is left.
One obvious solution, that has worked very well for *many* games in the past, both single-player and multiplayer, is to have some way to adjust the difficulty to at least somewhat cater to individual preference, thereby giving more people meaningful content, losing fewer players, making more revenue, and making a better game for the players still playing.
Anyone is free to post an alternative solution, or post legitimate criticism with this one (preferably with an idea of fixing the problem). But stop pretending that "I want to feel like a special snowflake", "I'm not sure how the technical details would work", or "I'm not having trouble with the current system so nobody else should be" are valid arguments.
You say the heroic raid were more difficult than original or Bc yet ppl spent months on them. C'thun could night die till he was Nerf. Ppl still could not clear sun well till lvl 85 it was for lvl 70 ppl. 1 x person out of 25 man die on lady vashj everyone is good as dead. Everyone has their opinion.
Doesn't have to be I sure it would be.
It makes it even class are pretty close balance and yet ppl yell Nerf.
Like I said on other post I don't care as long as doesn't go crazy.
I did it at lvl 70 when it came out before Nerf. Ppl would put a pug together at 85 and still wipe on 3rd boss lol.
Did you play lady vashj before Nerf? The content has now in heroic did not notice it was a heroic.
No way.
It's a MMO. Balance the game and difficulty sorts itself out.
MeowGinger wrote: »nerevarine1138 wrote: »MeowGinger wrote: »AlexDougherty wrote: »I chose No.
I can't see how you can change the difficulty for you without it changing it for everyone. It's an online game, you can't change it for each player, and if you could, it would probably cause terrible lag.
Which is why there would be different instances, each instance having players with the same difficulty setting
And the complaints that people already have about grouping would just disappear!
The whole point of the megaserver system is to not segregate the population like that.
They would disappear if there was no longer any need for grouping (besides grouping for dolmens and world bosses) if there was a lower difficulty setting.
As it is I can do (most) things solo, but I wouldn't mind actually having room for error and not having to play optimally -- switching to staff instead of dual wield, capping 2 attributes and 2 recoveries, upgrading player-crafted and enchanted set gear to epic, absolutely needing to play with player-made multiple-effect food and potions, (of course) dodging and interrupting and blocking and sneaking (when my pathetic stamina pool with depletes like it's nothing) -- at all times.
I personally wouldn't mind a segregated population, either. And to be fair, the population is already segregated because there are multiple instances for veteran content as it is, spreading out the already-small population too thin. (Evidence of this found by relogging to farm motifs and ingredients, which don't respawn upon login to the same instance, and also watching zone chat during prime hours to see if the same people are in that instance.)
Out all mmo's I would say lady vashj was the best raid boss encounter in my opinion.every had a roll (off topic)
WoW has quite a bit to do without being max level, but I agree, I like games where you have something to do at any level. Unfortunately, the really hardcore challenges *need* to be at max level, or you can just out-level or out-gear them and they're no longer hardcore challenges. You can use scaling (EQ2 mentoring, or WoW challenge modes), but if you just scale everything, there's no point in even having levels, and if you can scale it, you can also apply difficulty levels to it.I do not want ESO to become anything like wow or other games where ONLY going fast to highest level is the only thing to aim for.
The skilled players will be skilled regardless, and the less-skilled players who have the time and interest in becoming skilled will do so regardless. The players who aren't viable for high-end raiding will just quit rather than become good enough to continue. So yeah, the percentage of skilled players goes up, but it is the culling of bad players, not the creation of good players, that causes it. If you're trying to build an elite army to defend a nation, culling the baddies is a good thing. If you're in the entertainment industry, it's a bad thing.Regarding high end raiding and MMO. If it is a challenge to get to high end level, ALL the way, then at high end raids, you have players with skills to do these events.
But that's not balance. That's simply losing subscribers until the people who are left are the ones who enjoy the game as it is. Obviously, you'll always have some of that, but you can balance the game initially so it has something for every type of player, and retain a much larger playerbase.That true AND that is what MMO balancing itself means.
I'm sure those posts exist, but it's more an issue of enjoyability than possibility. I literally would not play this game without a FoV hack, because it's not fun at the stock setting. Could I force myself to play? Sure. But why, when I can do something else that is fun? Things like Craftstore eliminate the tedium of maintaining my own spreadsheets. Things like Azurah let me re-position elements of my screen to maintain information while making the world more immersive. Do I *need* them? No. But they will keep the game enjoyable for far longer.Ive seen posts here, that say, its impossible to play without addons.
You don't need in-game addons to find the numbers, but you really do need the numbers to do any kind of theorycrafting. In-game addons can make finding those numbers orders of magnitude faster, and allow us to get to the part where we apply theory to gameplay much sooner, and so they are "mandatory" in the "why wouldn't you do it this way?" line of thought, even if they aren't strictly required.But saying that you cant figure out your damage without knowing the numbers, is wrong.
Taking customization away in an already-minimalistic game isn't a particularly fun way to add challenge. And for those who want to compete, it is ridiculously easy to exploit.I already pointed out that there is currently a hard button in the game. It's called not using your attributes or higher level armor.
fosley_ESO wrote: »Taking customization away in an already-minimalistic game isn't a particularly fun way to add challenge. And for those who want to compete, it is ridiculously easy to exploit.I already pointed out that there is currently a hard button in the game. It's called not using your attributes or higher level armor.
fosley_ESO wrote: »Taking customization away in an already-minimalistic game isn't a particularly fun way to add challenge. And for those who want to compete, it is ridiculously easy to exploit.I already pointed out that there is currently a hard button in the game. It's called not using your attributes or higher level armor.
I thought this was about PvE difficulty? How could they change the level of difficulty in PvP? That level is set by the players in the game. Removing your health and magic attributes would not change anything about your character other than the health and magic, so if you want more difficulty, that's what you can do.
fosley_ESO wrote: »And, in this case, easy mode is happening whether you like it or not. Because gating tons of major content away from worse players isn't the answer. So what we're trying to do is retain hard mode after those more casual players get their easier content that suits them.
I meant like "My guild beat your guild at clearing Craglorne" competition.I thought this was about PvE difficulty? How could they change the level of difficulty in PvP?
Their goal was to group us up, if we're not grouping for whatever reasons, give people an option to group with an NPC.
It is impractical for an experienced group of three to pull in a casual solo NB low on strategy going up against mobs in private dungeons. This has ruined several private dungeons I've tried and no wonder I don't get invited often when groups have already formed up. Restricting the PvE dungeons to 4 maximum period is a mistake. So I've tried private dungeons at least once if I can luck out and find a group but I've been quite unsuccessful with them, they aren't fun, and everyone in the groups races ahead of me leaving me feeling like I'm no real part of the group--which is true.