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.
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
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.
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
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.
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.
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
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.
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
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.
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.
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
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?
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
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?
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.
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
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.
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
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?
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 remember early ESO and especially VR zones, prior to all the nerfs, that was fun even if difficulty was slightly overtuned.
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!
YAY MATHEMATICS
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 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.
cosmic_niklas_93b16_ESO 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.
https://www.youtube.com/watch?v=otAkP5VjIv8 cosmic_niklas_93b16_ESO 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.