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Game sorely needs a difficulty slider, it's just too damn boring to quest.

  • Dahveed
    Dahveed
    ✭✭✭✭✭
    Selstad wrote: »
    Dahveed wrote: »
    Selstad wrote: »
    Difficulty is one of the hardest things to define in an MMO. Some like it the way it is, others don't. The problem with a "difficulty" slider in an MMO, is to balance it out. Each monster has its own difficulty. Per example (at least in the beginning), the Storm antronachs had abilities that could 1 hit even a tank build person. Some quests I didn't get to do because they involved killing a storm antronach, and it was close to impossible. Other monsters died relatively easy though.

    Technically you could add a debuff to the character that decreases your health and damage output, but then you also have to make sure that all the monsters are evenly balanced out so the difficulty will be evenly balanced out. Right now, in ESO, some monsters and creatures can do a devastating amount of damage due to their abilities (rangers deal a hefty amount of damage to sorcerers due to the arrows calculates as physical damage per example).

    I wouldn't mind a higher difficulty but I've also seen how devastating and demotivating it can be if the difficulty is unbalanced, and I foresee more problems and balancing issues with this than what we have today.

    I'm not sure how people can so fundamentally misunderstand a concept which is so incredibly simple.

    The nerf is 100% optional. If you get stuck, just remove it. Problem solved.

    You wouldn't have to "balance" anything. Leave the game as it is.

    IT IS ENTIRELY UP TO THE PLAYER to choose his own level of balance. If I just want to progress, then FINE. Leave the game as-is, aka easy mode, and just fly through everything. If I want more challenge, I take the nerf. I get more challenge.

    If the nerf level is optional (i.e. 25%, 50%, 75% or 100%) then it is entirely up to me to decide how hard I want things to be.

    Furthermore it doesn't affect any other player in the game. Only me.

    I truly don't understand how people are misunderstanding this issue. I'm telling you 2 plus 2 equals four, and you are responding that your calculator is upside-down so you can't find the buttons.

    I'm not misunderstanding the issue nor what you're saying. But the way the game is made in terms of difficulty, is all over the place. Some enemies and monsters are dead easy to kill several of, they don't do much damage at all. Others are way heftier in terms of damage output. Per example, as a VR14 sorcerer with 25k shields and 10k health, I can obliterate and kill a lot of things easily in Wrothgar (such as farming Old Orsiunium). However at Village of the Lost in Coldharbour, I can get easily killed by the Daedras for reasons (which is a level 50 tuned zone).

    That's what I mean about balancing in this game, it's rather all over the place, and was an issue even in the betas. The damage output from monsters weren't easy to define, some could damage you, others couldn't. And bringing a difficulty "slider" that debuffs you, would only enhance the problem, so that problem has to be addressed first, else you'll just have to move the slider up and down constantly just to get a "difficulty" that you can work with on that current quest or monster.

    I would gladly "suffer" with having to readjust a difficulty slider. At least the game would be playable.

    This is the problem with most MMOs, including ESO, and why I probably won't really get into it.

    They worry FAR too much about balance and progression, at the expense of spontaneity and fun.

    This is why the game is mind-numbingly easy, and this is why they scrapped the PVP aspect of the justice system. They are too worried about coddling their cry-baby players with a perfectly balanced (i.e. easy) experience, with no problems at all.

    If you look at Vanilla WoW, it was a demonic mess straight out of Oblivion: nothing balanced, pvp was a nightmare, people getting ganked, bugs galore, zones skewed all over the place (nothing lined up correctly), running out of quests, crazy corpse runs, multiple wipes in almost all dungeons, almost impossible raids. It was a complete clusterf**k.

    And it was also one of the greatest video games ever made by human beings, until they completely ruined it with "balance", "fairness", and - probably worst of all - convenience.

    If everything is just always smooth, perfect, expected, perfectly balanced... it is perfectly BORING. I have no incentive to continue playing a game in which I am literally falling asleep at the keyboard.

    So TLDR yeah, I would GLADLY accept strange imbalance and NPCs unexpectedly running me over with crazy damage in exchange for an unpredictable, dangerous, and challenging world to explore.
  • Dahveed
    Dahveed
    ✭✭✭✭✭
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.
  • JD2013
    JD2013
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    Now, I would be all for more difficulty, but if it is implemented as a different server shard as a hard mode, that would be the easiest way to implement it.

    You would get your hard mode. I am not disagreeing against a hard mode.
    Edited by JD2013 on March 8, 2016 10:53AM
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • Selstad
    Selstad
    ✭✭✭✭
    Dahveed wrote: »
    Selstad wrote: »
    Dahveed wrote: »
    Selstad wrote: »
    Difficulty is one of the hardest things to define in an MMO. Some like it the way it is, others don't. The problem with a "difficulty" slider in an MMO, is to balance it out. Each monster has its own difficulty. Per example (at least in the beginning), the Storm antronachs had abilities that could 1 hit even a tank build person. Some quests I didn't get to do because they involved killing a storm antronach, and it was close to impossible. Other monsters died relatively easy though.

    Technically you could add a debuff to the character that decreases your health and damage output, but then you also have to make sure that all the monsters are evenly balanced out so the difficulty will be evenly balanced out. Right now, in ESO, some monsters and creatures can do a devastating amount of damage due to their abilities (rangers deal a hefty amount of damage to sorcerers due to the arrows calculates as physical damage per example).

    I wouldn't mind a higher difficulty but I've also seen how devastating and demotivating it can be if the difficulty is unbalanced, and I foresee more problems and balancing issues with this than what we have today.

    I'm not sure how people can so fundamentally misunderstand a concept which is so incredibly simple.

    The nerf is 100% optional. If you get stuck, just remove it. Problem solved.

    You wouldn't have to "balance" anything. Leave the game as it is.

    IT IS ENTIRELY UP TO THE PLAYER to choose his own level of balance. If I just want to progress, then FINE. Leave the game as-is, aka easy mode, and just fly through everything. If I want more challenge, I take the nerf. I get more challenge.

    If the nerf level is optional (i.e. 25%, 50%, 75% or 100%) then it is entirely up to me to decide how hard I want things to be.

    Furthermore it doesn't affect any other player in the game. Only me.

    I truly don't understand how people are misunderstanding this issue. I'm telling you 2 plus 2 equals four, and you are responding that your calculator is upside-down so you can't find the buttons.

    I'm not misunderstanding the issue nor what you're saying. But the way the game is made in terms of difficulty, is all over the place. Some enemies and monsters are dead easy to kill several of, they don't do much damage at all. Others are way heftier in terms of damage output. Per example, as a VR14 sorcerer with 25k shields and 10k health, I can obliterate and kill a lot of things easily in Wrothgar (such as farming Old Orsiunium). However at Village of the Lost in Coldharbour, I can get easily killed by the Daedras for reasons (which is a level 50 tuned zone).

    That's what I mean about balancing in this game, it's rather all over the place, and was an issue even in the betas. The damage output from monsters weren't easy to define, some could damage you, others couldn't. And bringing a difficulty "slider" that debuffs you, would only enhance the problem, so that problem has to be addressed first, else you'll just have to move the slider up and down constantly just to get a "difficulty" that you can work with on that current quest or monster.

    I would gladly "suffer" with having to readjust a difficulty slider. At least the game would be playable.

    This is the problem with most MMOs, including ESO, and why I probably won't really get into it.

    They worry FAR too much about balance and progression, at the expense of spontaneity and fun.

    This is why the game is mind-numbingly easy, and this is why they scrapped the PVP aspect of the justice system. They are too worried about coddling their cry-baby players with a perfectly balanced (i.e. easy) experience, with no problems at all.

    If you look at Vanilla WoW, it was a demonic mess straight out of Oblivion: nothing balanced, pvp was a nightmare, people getting ganked, bugs galore, zones skewed all over the place (nothing lined up correctly), running out of quests, crazy corpse runs, multiple wipes in almost all dungeons, almost impossible raids. It was a complete clusterf**k.

    And it was also one of the greatest video games ever made by human beings, until they completely ruined it with "balance", "fairness", and - probably worst of all - convenience.

    If everything is just always smooth, perfect, expected, perfectly balanced... it is perfectly BORING. I have no incentive to continue playing a game in which I am literally falling asleep at the keyboard.

    So TLDR yeah, I would GLADLY accept strange imbalance and NPCs unexpectedly running me over with crazy damage in exchange for an unpredictable, dangerous, and challenging world to explore.

    It wasn't balance that ruined WoW, the game developers decided to make it into a facebook style game instead. It wasn't that difficult though, even in the beginning. The difficult part of WoW was the group quests, the rest of the quests were just a monotonous mess of fetch and kill X quests up the wahzoo, and it was bugged. I loved WoW in the beginning, but it wasn't picture perfect nor difficult, but it was fun.

    You can also make the game more challenging if you want to. Per example only use white items with no stats, and turn off all combat queues. Should up the ante a bit.
  • Dahveed
    Dahveed
    ✭✭✭✭✭
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    I understood you, but you're saying "variables" plural, as if this were some massive, clunky subroutine that had to run multiple times per millisecond.

    It is exactly ONE variable: a nerf.

    So... why doesn't the game crash, lag, or otherwise go berserk when I use my Dragonknight armor buff?

    Think about it: For the next 30 seconds, every time a monster is in a fight against both me AND a player who doesn't have a buff, all kinds of crazy "variables" must be taken into account! How will the poor creature take into account that I have a buff and he doesn't? Impossible!

    Except that it clearly isn't. It's just one tiny calculation which occurs when the game decides how much damage my character takes.

    So instead of an armor buff, I am just getting a damage nerf.

    Again, I fail to see what the problem is. How this one small tweak could possibly break anything.


  • JD2013
    JD2013
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    I understood you, but you're saying "variables" plural, as if this were some massive, clunky subroutine that had to run multiple times per millisecond.

    It is exactly ONE variable: a nerf.

    So... why doesn't the game crash, lag, or otherwise go berserk when I use my Dragonknight armor buff?

    Think about it: For the next 30 seconds, every time a monster is in a fight against both me AND a player who doesn't have a buff, all kinds of crazy "variables" must be taken into account! How will the poor creature take into account that I have a buff and he doesn't? Impossible!

    Except that it clearly isn't. It's just one tiny calculation which occurs when the game decides how much damage my character takes.

    So instead of an armor buff, I am just getting a damage nerf.

    Again, I fail to see what the problem is. How this one small tweak could possibly break anything.


    Have you seen what small tweaks can do to this game?
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • Dahveed
    Dahveed
    ✭✭✭✭✭
    Selstad wrote: »
    Dahveed wrote: »
    Selstad wrote: »
    Dahveed wrote: »
    Selstad wrote: »
    Difficulty is one of the hardest things to define in an MMO. Some like it the way it is, others don't. The problem with a "difficulty" slider in an MMO, is to balance it out. Each monster has its own difficulty. Per example (at least in the beginning), the Storm antronachs had abilities that could 1 hit even a tank build person. Some quests I didn't get to do because they involved killing a storm antronach, and it was close to impossible. Other monsters died relatively easy though.

    Technically you could add a debuff to the character that decreases your health and damage output, but then you also have to make sure that all the monsters are evenly balanced out so the difficulty will be evenly balanced out. Right now, in ESO, some monsters and creatures can do a devastating amount of damage due to their abilities (rangers deal a hefty amount of damage to sorcerers due to the arrows calculates as physical damage per example).

    I wouldn't mind a higher difficulty but I've also seen how devastating and demotivating it can be if the difficulty is unbalanced, and I foresee more problems and balancing issues with this than what we have today.

    I'm not sure how people can so fundamentally misunderstand a concept which is so incredibly simple.

    The nerf is 100% optional. If you get stuck, just remove it. Problem solved.

    You wouldn't have to "balance" anything. Leave the game as it is.

    IT IS ENTIRELY UP TO THE PLAYER to choose his own level of balance. If I just want to progress, then FINE. Leave the game as-is, aka easy mode, and just fly through everything. If I want more challenge, I take the nerf. I get more challenge.

    If the nerf level is optional (i.e. 25%, 50%, 75% or 100%) then it is entirely up to me to decide how hard I want things to be.

    Furthermore it doesn't affect any other player in the game. Only me.

    I truly don't understand how people are misunderstanding this issue. I'm telling you 2 plus 2 equals four, and you are responding that your calculator is upside-down so you can't find the buttons.

    I'm not misunderstanding the issue nor what you're saying. But the way the game is made in terms of difficulty, is all over the place. Some enemies and monsters are dead easy to kill several of, they don't do much damage at all. Others are way heftier in terms of damage output. Per example, as a VR14 sorcerer with 25k shields and 10k health, I can obliterate and kill a lot of things easily in Wrothgar (such as farming Old Orsiunium). However at Village of the Lost in Coldharbour, I can get easily killed by the Daedras for reasons (which is a level 50 tuned zone).

    That's what I mean about balancing in this game, it's rather all over the place, and was an issue even in the betas. The damage output from monsters weren't easy to define, some could damage you, others couldn't. And bringing a difficulty "slider" that debuffs you, would only enhance the problem, so that problem has to be addressed first, else you'll just have to move the slider up and down constantly just to get a "difficulty" that you can work with on that current quest or monster.

    I would gladly "suffer" with having to readjust a difficulty slider. At least the game would be playable.

    This is the problem with most MMOs, including ESO, and why I probably won't really get into it.

    They worry FAR too much about balance and progression, at the expense of spontaneity and fun.

    This is why the game is mind-numbingly easy, and this is why they scrapped the PVP aspect of the justice system. They are too worried about coddling their cry-baby players with a perfectly balanced (i.e. easy) experience, with no problems at all.

    If you look at Vanilla WoW, it was a demonic mess straight out of Oblivion: nothing balanced, pvp was a nightmare, people getting ganked, bugs galore, zones skewed all over the place (nothing lined up correctly), running out of quests, crazy corpse runs, multiple wipes in almost all dungeons, almost impossible raids. It was a complete clusterf**k.

    And it was also one of the greatest video games ever made by human beings, until they completely ruined it with "balance", "fairness", and - probably worst of all - convenience.

    If everything is just always smooth, perfect, expected, perfectly balanced... it is perfectly BORING. I have no incentive to continue playing a game in which I am literally falling asleep at the keyboard.

    So TLDR yeah, I would GLADLY accept strange imbalance and NPCs unexpectedly running me over with crazy damage in exchange for an unpredictable, dangerous, and challenging world to explore.

    It wasn't balance that ruined WoW, the game developers decided to make it into a facebook style game instead. It wasn't that difficult though, even in the beginning. The difficult part of WoW was the group quests, the rest of the quests were just a monotonous mess of fetch and kill X quests up the wahzoo, and it was bugged. I loved WoW in the beginning, but it wasn't picture perfect nor difficult, but it was fun.

    You can also make the game more challenging if you want to. Per example only use white items with no stats, and turn off all combat queues. Should up the ante a bit.

    Go back and play Vanilla WoW on a private server. Die in the first 30 minutes of gameplay because you accidentally pulled 2 mobs instead of 1.

    Then tell me how "easy" it was.

    Vanilla WoW questing always kept you on your toes. If you lacked gear and had a poor attention span, you died frequently.

    A few months ago I made a shaman on a private server and I was killing quillboars, same level as me. If one or two patrols came by I was in HUGE trouble. Then out of nowhere a level 17 rare elite patrolled by and squashed me like a bug.

    Was it fun running back to my corpse? No. Did I wake the hell up and start paying attention to my surroundings again? You bet.

    THAT is what is missing in ESO: surprise, spontaneity, and challenge. I fall asleep playing this game because I have a good reason to. I don't have to pay attention to anything, ever.

  • Dahveed
    Dahveed
    ✭✭✭✭✭
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    I understood you, but you're saying "variables" plural, as if this were some massive, clunky subroutine that had to run multiple times per millisecond.

    It is exactly ONE variable: a nerf.

    So... why doesn't the game crash, lag, or otherwise go berserk when I use my Dragonknight armor buff?

    Think about it: For the next 30 seconds, every time a monster is in a fight against both me AND a player who doesn't have a buff, all kinds of crazy "variables" must be taken into account! How will the poor creature take into account that I have a buff and he doesn't? Impossible!

    Except that it clearly isn't. It's just one tiny calculation which occurs when the game decides how much damage my character takes.

    So instead of an armor buff, I am just getting a damage nerf.

    Again, I fail to see what the problem is. How this one small tweak could possibly break anything.


    Have you seen what small tweaks can do to this game?

    No, I suppose not. I have only played a total of 100 or so hours... and have never had a single crash or bug. Would my CPU melt if one new variable were added?
  • JD2013
    JD2013
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    I understood you, but you're saying "variables" plural, as if this were some massive, clunky subroutine that had to run multiple times per millisecond.

    It is exactly ONE variable: a nerf.

    So... why doesn't the game crash, lag, or otherwise go berserk when I use my Dragonknight armor buff?

    Think about it: For the next 30 seconds, every time a monster is in a fight against both me AND a player who doesn't have a buff, all kinds of crazy "variables" must be taken into account! How will the poor creature take into account that I have a buff and he doesn't? Impossible!

    Except that it clearly isn't. It's just one tiny calculation which occurs when the game decides how much damage my character takes.

    So instead of an armor buff, I am just getting a damage nerf.

    Again, I fail to see what the problem is. How this one small tweak could possibly break anything.


    Have you seen what small tweaks can do to this game?

    No, I suppose not. I have only played a total of 100 or so hours... and have never had a single crash or bug. Would my CPU melt if one new variable were added?

    It's not to do with that. It is to do with the fact that every patch and update they add, even the smallest of changes can cause something else to break.

    an MMO is a delicate thing to get right, code wise.
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • Dahveed
    Dahveed
    ✭✭✭✭✭
    Selstad wrote: »
    Dahveed wrote: »
    Selstad wrote: »
    Dahveed wrote: »
    Selstad wrote: »
    Difficulty is one of the hardest things to define in an MMO. Some like it the way it is, others don't. The problem with a "difficulty" slider in an MMO, is to balance it out. Each monster has its own difficulty. Per example (at least in the beginning), the Storm antronachs had abilities that could 1 hit even a tank build person. Some quests I didn't get to do because they involved killing a storm antronach, and it was close to impossible. Other monsters died relatively easy though.

    Technically you could add a debuff to the character that decreases your health and damage output, but then you also have to make sure that all the monsters are evenly balanced out so the difficulty will be evenly balanced out. Right now, in ESO, some monsters and creatures can do a devastating amount of damage due to their abilities (rangers deal a hefty amount of damage to sorcerers due to the arrows calculates as physical damage per example).

    I wouldn't mind a higher difficulty but I've also seen how devastating and demotivating it can be if the difficulty is unbalanced, and I foresee more problems and balancing issues with this than what we have today.

    I'm not sure how people can so fundamentally misunderstand a concept which is so incredibly simple.

    The nerf is 100% optional. If you get stuck, just remove it. Problem solved.

    You wouldn't have to "balance" anything. Leave the game as it is.

    IT IS ENTIRELY UP TO THE PLAYER to choose his own level of balance. If I just want to progress, then FINE. Leave the game as-is, aka easy mode, and just fly through everything. If I want more challenge, I take the nerf. I get more challenge.

    If the nerf level is optional (i.e. 25%, 50%, 75% or 100%) then it is entirely up to me to decide how hard I want things to be.

    Furthermore it doesn't affect any other player in the game. Only me.

    I truly don't understand how people are misunderstanding this issue. I'm telling you 2 plus 2 equals four, and you are responding that your calculator is upside-down so you can't find the buttons.

    I'm not misunderstanding the issue nor what you're saying. But the way the game is made in terms of difficulty, is all over the place. Some enemies and monsters are dead easy to kill several of, they don't do much damage at all. Others are way heftier in terms of damage output. Per example, as a VR14 sorcerer with 25k shields and 10k health, I can obliterate and kill a lot of things easily in Wrothgar (such as farming Old Orsiunium). However at Village of the Lost in Coldharbour, I can get easily killed by the Daedras for reasons (which is a level 50 tuned zone).

    That's what I mean about balancing in this game, it's rather all over the place, and was an issue even in the betas. The damage output from monsters weren't easy to define, some could damage you, others couldn't. And bringing a difficulty "slider" that debuffs you, would only enhance the problem, so that problem has to be addressed first, else you'll just have to move the slider up and down constantly just to get a "difficulty" that you can work with on that current quest or monster.

    I would gladly "suffer" with having to readjust a difficulty slider. At least the game would be playable.

    This is the problem with most MMOs, including ESO, and why I probably won't really get into it.

    They worry FAR too much about balance and progression, at the expense of spontaneity and fun.

    This is why the game is mind-numbingly easy, and this is why they scrapped the PVP aspect of the justice system. They are too worried about coddling their cry-baby players with a perfectly balanced (i.e. easy) experience, with no problems at all.

    If you look at Vanilla WoW, it was a demonic mess straight out of Oblivion: nothing balanced, pvp was a nightmare, people getting ganked, bugs galore, zones skewed all over the place (nothing lined up correctly), running out of quests, crazy corpse runs, multiple wipes in almost all dungeons, almost impossible raids. It was a complete clusterf**k.

    And it was also one of the greatest video games ever made by human beings, until they completely ruined it with "balance", "fairness", and - probably worst of all - convenience.

    If everything is just always smooth, perfect, expected, perfectly balanced... it is perfectly BORING. I have no incentive to continue playing a game in which I am literally falling asleep at the keyboard.

    So TLDR yeah, I would GLADLY accept strange imbalance and NPCs unexpectedly running me over with crazy damage in exchange for an unpredictable, dangerous, and challenging world to explore.

    It wasn't balance that ruined WoW, the game developers decided to make it into a facebook style game instead. It wasn't that difficult though, even in the beginning. The difficult part of WoW was the group quests, the rest of the quests were just a monotonous mess of fetch and kill X quests up the wahzoo, and it was bugged. I loved WoW in the beginning, but it wasn't picture perfect nor difficult, but it was fun.

    You can also make the game more challenging if you want to. Per example only use white items with no stats, and turn off all combat queues. Should up the ante a bit.

    And for the record, I have combat queues turned off, all UI elements turned off, and I use addons to hide the compass, crosshair, and pretty much everything except chat. I literally play with no interface.

    That doesn't prevent my naked level 7 nightblade from killing level 10 mobs in 1 or 2 hits.
  • Dahveed
    Dahveed
    ✭✭✭✭✭
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    I understood you, but you're saying "variables" plural, as if this were some massive, clunky subroutine that had to run multiple times per millisecond.

    It is exactly ONE variable: a nerf.

    So... why doesn't the game crash, lag, or otherwise go berserk when I use my Dragonknight armor buff?

    Think about it: For the next 30 seconds, every time a monster is in a fight against both me AND a player who doesn't have a buff, all kinds of crazy "variables" must be taken into account! How will the poor creature take into account that I have a buff and he doesn't? Impossible!

    Except that it clearly isn't. It's just one tiny calculation which occurs when the game decides how much damage my character takes.

    So instead of an armor buff, I am just getting a damage nerf.

    Again, I fail to see what the problem is. How this one small tweak could possibly break anything.


    Have you seen what small tweaks can do to this game?

    No, I suppose not. I have only played a total of 100 or so hours... and have never had a single crash or bug. Would my CPU melt if one new variable were added?

    It's not to do with that. It is to do with the fact that every patch and update they add, even the smallest of changes can cause something else to break.

    an MMO is a delicate thing to get right, code wise.

    Wait, you told me already you weren't a programmer. How can you know this?
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Why don't you go solo the 4-man instanced dungeons if you want challenge. They start at level 12 IIRC. It requires preparation and some degree of skill, but it can be done.
  • Tabbycat
    Tabbycat
    ✭✭✭✭✭
    ✭✭✭
    Players would not take advantage of the debuff. Their theory would be why should they have to work harder to get the same reward that everyone else is getting with less effort. And you can't give them a better reward because then everyone else would be complaining that it isn't fair they aren't getting the same reward.

    MMOs aren't like single player games with sliding difficulty scales.

    Try questing in the next higher level zone to see if that gives you a greater challenge.
    Edited by Tabbycat on March 8, 2016 11:24AM
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • JD2013
    JD2013
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Dahveed wrote: »
    JD2013 wrote: »
    Do any MMO's have difficulty sliders?

    I mean, it seems like it would be a royal pain to implement, given that there may be, at any given time, people around you with different difficulty settings, fighting the same monsters.

    No, it would not be difficult.

    If a monster attacked a normal player, he would deal normal damage.

    If the same monster turned around and attacked me, he would deal that same damage with a multiplier of 2, because I have a nerf on me.

    It's literally easy enough for an intern to implement in 20 minutes.

    I'm going to go ahead and assume (until proven otherwise, of course) that you have no experience in programming. I also have no programming experience, but bear with me here.

    Given that in any given zone, I am positive that all monsters have damage numbers preset to their levels, with preset damage indicators, preset numbers etc - how exactly would they split that if it was showing as multiple difficulties? You don't think that would be a much harder thing to implement, with the code and numbers etc? You don't think there's variables to break a lot of things?

    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Dude, that is fine. No need to be a petulant little boy.

    I know how to do maths.

    And that would certainly work. In single player games.

    You did not actually answer my questions.

    Yes, yes I did. It would be incredibly easy to implement. You take the damage output of a monster, and then you attach a multiplier to it.

    For "normal" players, the multiplier is 1. Your equation is (whatever the math is to calculate the damage) x 1.
    for "hard mode" players, it is 2. Your equation is (whatever the math is to calculate damage) x1.5
    Very hard - x2
    Hardcore - x3.

    It is very, very, very easy, so you'll excuse my "petulance". I'm just getting impatient explaining very simple things to people who, for whatever reason, want to bring their naysaying into the forums.

    See above.

    The best way to implement a hard mode would be for it to be a different shard of the server that is a preset whenever you log into the game.

    I get how multipliers work, FYI :wink:

    It would just give a lot of variables for things to break, with different numbers (which would of course be different bits of code) colliding.

    They already have enough trouble at times from the servers (as explained in ESO Live with Cyrodiil) with large amounts of code and information to the server causing lag. This would be a possible variable of something that could ostensibly cause more lag and backup.

    Taking a number and multiplying it by 2 or 3 isn't going to cause "lag". It takes even a 20 year old computer a fraction of a millisecond to accomplish.

    Also, you used the word "ostensibly" wrong.

    I did. I meant to use the word possibly, but my iPhone loves auto correcting for no reason.

    However, you are refusing to see the fact that different damage indicators would equal different pieces of code, which would cause different variables.

    I understood you, but you're saying "variables" plural, as if this were some massive, clunky subroutine that had to run multiple times per millisecond.

    It is exactly ONE variable: a nerf.

    So... why doesn't the game crash, lag, or otherwise go berserk when I use my Dragonknight armor buff?

    Think about it: For the next 30 seconds, every time a monster is in a fight against both me AND a player who doesn't have a buff, all kinds of crazy "variables" must be taken into account! How will the poor creature take into account that I have a buff and he doesn't? Impossible!

    Except that it clearly isn't. It's just one tiny calculation which occurs when the game decides how much damage my character takes.

    So instead of an armor buff, I am just getting a damage nerf.

    Again, I fail to see what the problem is. How this one small tweak could possibly break anything.


    Have you seen what small tweaks can do to this game?

    No, I suppose not. I have only played a total of 100 or so hours... and have never had a single crash or bug. Would my CPU melt if one new variable were added?

    It's not to do with that. It is to do with the fact that every patch and update they add, even the smallest of changes can cause something else to break.

    an MMO is a delicate thing to get right, code wise.

    Wait, you told me already you weren't a programmer. How can you know this?

    By being here for over two years, and seeing what things have done, what changes have brought to the table, and what changes have broken different things.

    Also, by playing other MMO's.

    And also, by having coders and programmers as friends who regularly talk my ear off about code and programming.
    Edited by JD2013 on March 8, 2016 11:28AM
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

    Elder of The Black
    Order of Sithis
    The Runners

    @TamrielTraverse - For Tamriel related Twitter shenanigans!
    https://tamrieltraveller.wordpress.com/

    Crafting bag OP! ZOS nerf pls!
  • Junipus
    Junipus
    ✭✭✭✭✭
    I'd recommend leveling up to end game content and use that as a challenge.

    Also if you've played 100+ hours then you're either not playing to get XP or have other characters which are vet or non-vet. Either way you're obviously familiar with the mechanics and can easily kill trash mobs of a similar level. If you want a challenge then solo world bosses, do the quests and mini bosses in public dungeons and don't attack enemies from stealth with abilities/heavy attacks even as a NB.

    Regarding your proposal of a difficulty slider or some such mechanism, I'm sure if ZOS were so inclined they'd be able to program such a feature after breaking it 3 times first, but expect a LOT of phasing in zones and possibly very little use overall leading you to likely have to turn it off to talk to other players or group up for group content thus rendering it pretty moot.
    The Legendary Nothing
  • SlayerTheDragon
    SlayerTheDragon
    ✭✭✭✭✭
    I just want to get through the quests asap. If its easy it goes faster.

    Also remember to factor in
    1. Player experience level
    2. CP points

    These two things can make the game easy or difficult.

    On second thought, OP please delete this thread before ZoS gets any ideas. The last thing anyone needs is more pain to level alts.
    Edited by SlayerTheDragon on March 8, 2016 11:46AM
    ¤═══¤ People don't like it when you talk to them with your weapon drawn ¤═══¤
  • Selstad
    Selstad
    ✭✭✭✭
    Dahveed wrote: »
    Go back and play Vanilla WoW on a private server. Die in the first 30 minutes of gameplay because you accidentally pulled 2 mobs instead of 1.

    Then tell me how "easy" it was.

    Vanilla WoW questing always kept you on your toes. If you lacked gear and had a poor attention span, you died frequently.

    A few months ago I made a shaman on a private server and I was killing quillboars, same level as me. If one or two patrols came by I was in HUGE trouble. Then out of nowhere a level 17 rare elite patrolled by and squashed me like a bug.

    Was it fun running back to my corpse? No. Did I wake the hell up and start paying attention to my surroundings again? You bet.

    THAT is what is missing in ESO: surprise, spontaneity, and challenge. I fall asleep playing this game because I have a good reason to. I don't have to pay attention to anything, ever.

    I died the first 30 minutes of gameplay due to exploring, ran into a nest of green dragons guarding a portal. But didn't die too often during questing due to monsters hitting hard. In TBC I ran a AoE frost grind, pulling 7-10 monsters at a time and AoE them down. Vanilla WoW questing was boring as hell though, and certain quests couldn't be completed due to bugs, and those bugs weren't fixed either until Cataclysm came and removed them.

    WoW has never been truly challenging on the PvE questing side, and if you died it was probably more to inexperience than anything else. WoW has never been difficult except on certain group quests, yet even those could be soloed at a point. I remember the "wanted" quests in Dragonblight during Wrath, it took some grinding but they were doable solo.
  • eliisra
    eliisra
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    Difficulty slider only works in solo/group instances. There's no such thing as a functional open world difficulty slider in MMORPG's. If there was some kind of individual de-buff, majority would only use/abuse it if it somehow benefited them with more loot or xp.

    Why not make the landscape more interesting period. More NPC's, roaming elites and faster spawn times.

    I remember early ESO and especially VR zones, prior to all the nerfs, that was fun even if difficulty was slightly overtuned. Simply because you had plenty NPC's in quest areas, delves, bigger packs and you had to be careful not pulling to many. Not like now when you run around for minutes and search for a living enemy(that dies in 1-2 hits).

    They did this simultaneously as they kept nerfing the difficulty. They removed so many NPC's and monsters from the maps + changing multiple NPC's into having only 10% health. Likely to nerf grinding and grind spots. But the result today is a pretty boring landscape, due to double nerf.

    There must be a way to restore landscape NPC density and danger, without turning the game into farmville, seriously. Because questing and exploring(at least imo) is much less fun without a reasonable amount enemies.
    Edited by eliisra on March 8, 2016 12:09PM
  • Oldmanlawlor
    Oldmanlawlor
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    Forum needs a slide mute option.
  • Sharee
    Sharee
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    eliisra wrote: »
    I remember early ESO and especially VR zones, prior to all the nerfs, that was fun even if difficulty was slightly overtuned.

    Block a split second too late and you're dead, heh. I miss those times. Completed my cadwell's gold a couple of days before it all got nerfed :)
    I wish they would bring that difficulty back for the silver/gold zones.
  • Duiwel
    Duiwel
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    Dahveed wrote: »
    You take the number, then you multiply it by 2.

    Like this, watch:

    5 x 2 = 10.

    See? And I'm not even a programmer.

    YAY SCIENCE!

    Actually Mathematics is not a natural science...

    Two different elements, but together they discover wondrous things.

    So
    Dahveed wrote: »
    YAY MATHEMATICS

    ^ fixed it for you


    @JD yeah it could work, which is why I gave the example, the problem it would introduce though is: Certain low populated areas would be halved even more now, so bad players struggling with content cannot rely on zone chat for assistance...

    It would also mean more servers as literally every zone would be doubled now, which would incur higher costs & maintenance.



    So OP I am not sure if it is practical.

    The easiest solution by far is to get rid of all the forum whiners. As it is they who whined about not being able to solo content and now the game is EZ mode. Use to be you could not solo world bosses, ect. Now you can, case in point OP. You are requesting the wrong thing... the game can be hard, if they reapply previous numbers ( which probably won't happen ).

    edited because I wrote @J D instead of @JD
    Edited by Duiwel on March 8, 2016 12:16PM
    @Duiwel:
    Join ORDER OF SITHIS We're recruiting! PC EU

    "Dear Brother. I do not spread rumours. I create them..."
  • lardvader
    lardvader
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    Well what I do to conpensate a little for lack of difficulty is to level up armors, weapons and other skills that is not for main use. Using poor light armor and resto staff with my stamina NB made it a little more challenging and fun to play.

    You could just play in your underwear like a true nord ;)
    CP 1200+ PC EU EP
  • spoqster
    spoqster
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    I'm going to try again, hoping that someone will read this. There is a simple solution!

    Scale all zones and players to max level (just like Wrothgar DLC), and allow players to lower their scaling in exchange for higher drop rates.

    This is good for a few reasons: The technology is already there, the environment stays constant, it's easy to implement, players have a choice of difficulty, players will get rewarded for playing at a higher difficulty setting.
    Edited by spoqster on March 8, 2016 4:05PM
  • jkemmery
    jkemmery
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    Can't you essentially nerf yourself by wearing lvl 3 armor and using lvl 3 weapons?

    It seems to me the people who often say the game is too easy or boring are the same one's who grind to max CP and and run trial after trial to get that end level gear.

    If you want a difficulty slider, there it is. Go back to using low level weapons and armor.

    Or, check out dome different MMOs. There are a few out there, where you will be griefer bait for the first, oh, two or three years until you can build up your own "skills" ... I mean stats.
  • cosmic_niklas_93b16_ESO
    cosmic_niklas_93b16_ESO
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    jkemmery wrote: »
    Can't you essentially nerf yourself by wearing lvl 3 armor and using lvl 3 weapons?

    It seems to me the people who often say the game is too easy or boring are the same one's who grind to max CP and and run trial after trial to get that end level gear.

    If you want a difficulty slider, there it is. Go back to using low level weapons and armor.

    Or, check out dome different MMOs. There are a few out there, where you will be griefer bait for the first, oh, two or three years until you can build up your own "skills" ... I mean stats.

    Yet the OP said he's running a lvl 6 green bow and no armor except for the starter pants, no set items. He can't really do it less than that, yet still kills everything super fast.
    R.I.P. Daranth Spellborn
    VR16 Dunmer Sorcerer
    March 2014 - May 2016
    He was a skilled Crafter and a reliable Sorcerer;
    Then came the Dark Brotherhood

    Wrobel wrote: Surge is now more effective for tank characters.
    Because crit tanks are so good, LOL. xD
  • jkemmery
    jkemmery
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    jkemmery wrote: »
    Can't you essentially nerf yourself by wearing lvl 3 armor and using lvl 3 weapons?

    It seems to me the people who often say the game is too easy or boring are the same one's who grind to max CP and and run trial after trial to get that end level gear.

    If you want a difficulty slider, there it is. Go back to using low level weapons and armor.

    Or, check out dome different MMOs. There are a few out there, where you will be griefer bait for the first, oh, two or three years until you can build up your own "skills" ... I mean stats.

    Yet the OP said he's running a lvl 6 green bow and no armor except for the starter pants, no set items. He can't really do it less than that, yet still kills everything super fast.

    I was actually replying to a different post than the OP, I should have quoted it. If someone has a low level char like that and are one-shotting things, then they probably have a ton of CP.

    Again, it's normally the folks who grind out max CP who come back and complain the game is too easy.

    There's a free market, and it's full of MMO's where you can be griefed constantly by higher stat players, if you find that sort of thing "challenging". None have the player base of quality of content that ESO has, granted.

    Going back to the OP, remove your CP, then tell us you can one shot anything with your bow.
  • Shunravi
    Shunravi
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    jkemmery wrote: »
    jkemmery wrote: »
    Can't you essentially nerf yourself by wearing lvl 3 armor and using lvl 3 weapons?

    It seems to me the people who often say the game is too easy or boring are the same one's who grind to max CP and and run trial after trial to get that end level gear.

    If you want a difficulty slider, there it is. Go back to using low level weapons and armor.

    Or, check out dome different MMOs. There are a few out there, where you will be griefer bait for the first, oh, two or three years until you can build up your own "skills" ... I mean stats.

    Yet the OP said he's running a lvl 6 green bow and no armor except for the starter pants, no set items. He can't really do it less than that, yet still kills everything super fast.

    I was actually replying to a different post than the OP, I should have quoted it. If someone has a low level char like that and are one-shotting things, then they probably have a ton of CP.

    Again, it's normally the folks who grind out max CP who come back and complain the game is too easy.

    There's a free market, and it's full of MMO's where you can be griefed constantly by higher stat players, if you find that sort of thing "challenging". None have the player base of quality of content that ESO has, granted.

    Going back to the OP, remove your CP, then tell us you can one shot anything with your bow.

    I'm pretty sure he stated he has no cp.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Kammakazi
    Kammakazi
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    Just gonna leave this here. 乁(ᵔ ε ᵔ)ㄏ
    https://www.youtube.com/watch?v=otAkP5VjIv8
  • jkemmery
    jkemmery
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    Shunravi wrote: »
    jkemmery wrote: »
    jkemmery wrote: »
    Can't you essentially nerf yourself by wearing lvl 3 armor and using lvl 3 weapons?

    It seems to me the people who often say the game is too easy or boring are the same one's who grind to max CP and and run trial after trial to get that end level gear.

    If you want a difficulty slider, there it is. Go back to using low level weapons and armor.

    Or, check out dome different MMOs. There are a few out there, where you will be griefer bait for the first, oh, two or three years until you can build up your own "skills" ... I mean stats.

    Yet the OP said he's running a lvl 6 green bow and no armor except for the starter pants, no set items. He can't really do it less than that, yet still kills everything super fast.

    I was actually replying to a different post than the OP, I should have quoted it. If someone has a low level char like that and are one-shotting things, then they probably have a ton of CP.

    Again, it's normally the folks who grind out max CP who come back and complain the game is too easy.

    There's a free market, and it's full of MMO's where you can be griefed constantly by higher stat players, if you find that sort of thing "challenging". None have the player base of quality of content that ESO has, granted.

    Going back to the OP, remove your CP, then tell us you can one shot anything with your bow.

    I'm pretty sure he stated he has no cp.

    Nothing in the OP says anything about champion points. If he's one shotting with a lvl 7 toon, he's using CP to do it. Period.
  • dimensional
    dimensional
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    Go play Dark Souls
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