Girl_Number8 wrote: »I think touching the basic quests is ridiculous and hurtful to a majority of the player base.
These forums are a minority. I am sure you have not completed all the in-game achievements, very few have. You want a challenge, go for that or delete all your characters and start from scratch with no help from friends.
Girl_Number8 wrote: »I think touching the basic quests is ridiculous and hurtful to a majority of the player base.
These forums are a minority. I am sure you have not completed all the in-game achievements, very few have. You want a challenge, go for that or delete all your characters and start from scratch with no help from friends.
Girl_Number8 wrote: »I think touching the basic quests is ridiculous and hurtful to a majority of the player base.
These forums are a minority. I am sure you have not completed all the in-game achievements, very few have. You want a challenge, go for that or delete all your characters and start from scratch with no help from friends.
You are really against anything to make more of a challenge, arent you? This wouldnt be forced,i twould be optional.
Girl_Number8 wrote: »I think touching the basic quests is ridiculous and hurtful to a majority of the player base.
These forums are a minority. I am sure you have not completed all the in-game achievements, very few have. You want a challenge, go for that or delete all your characters and start from scratch with no help from friends.
I don't want to touch basic difficulty. I think it's fine. Some don't. This is a response to several other threads from people in the latter camp. I feel like there's some miscommunication going on here. Edit: typo
Girl_Number8 wrote: »Girl_Number8 wrote: »I think touching the basic quests is ridiculous and hurtful to a majority of the player base.
These forums are a minority. I am sure you have not completed all the in-game achievements, very few have. You want a challenge, go for that or delete all your characters and start from scratch with no help from friends.
You are really against anything to make more of a challenge, arent you? This wouldnt be forced,i twould be optional.
Yes I am when it will cause problems. It won't go well at all, it never does with ZoS, the result will be an inferior gaming experience. I have my challenges in getting the extra conditions completed on vet trials and PvP the performance is a challenge in itself. They need to fix the existing problems before adding more screwed up script for a minority of the player base, which is this forum.
These need attention first lag, chat, dc's, bugged quests, PvP, loading screens, add-ons, customer service, etc.
When CwC dropped there is a prime example of the incompetence level we all have come to know. It will break the game more. Major issues need to be fixed first, that would be the games performance issues.
Girl_Number8 wrote: »I think touching the basic quests is ridiculous and hurtful to a majority of the player base.
These forums are a minority. I am sure you have not completed all the in-game achievements, very few have. You want a challenge, go for that or delete all your characters and start from scratch with no help from friends.
LadyNalcarya wrote: »Trying to increase difficulty just by increasing/decreasing damage isnt going to work. Its just lazy and boring, no challenge involved....
I think it would be better if they would just add more difficulty gradient so to speak. Now we only have "too easy" and "seems to be impossible compared to overland pve".
What is the difference between OPs idea and merely taking off a few pieces of armor to increase the difficulty?
I like this idea. Although I think it needs to be harsher, and with their own perks...Gold earned +50%
Another game did something like this recently and they figured out they needed +80% incoming damage to actually make the content difficulty increase noticable. ESO is kind of similar in the sense that you fight 1-2-3 landscape mobs at once. +15% damage increase will do nothing.
What is the difference between OPs idea and merely taking off a few pieces of armor to increase the difficulty?
I think there's a subtle difference. Part of the enjoyment of a 'build' game like ESO is seeing your plan come to life and testing it out in a variety of content. Simply removing bits of armour is never going to be as fulfilling, even if the effect is similar.
What is the difference between OPs idea and merely taking off a few pieces of armor to increase the difficulty?
I think there's a subtle difference. Part of the enjoyment of a 'build' game like ESO is seeing your plan come to life and testing it out in a variety of content. Simply removing bits of armour is never going to be as fulfilling, even if the effect is similar.
In the context of this thread the plan is to increase the difficulty so it would be very effective to remove some armor to meet this need. Instead you are suggesting build to the max to make the content easier but ask Zos to make it more difficult.
I guess the question is where does one want to find their fun. Playing the game with a challenge or getting the best gear possible and feel strong so you can feel a little challenge killing some mobs.
I can tell you I when I am in combat my gear is not on my mind.
Another game did something like this recently and they figured out they needed +80% incoming damage to actually make the content difficulty increase noticable. ESO is kind of similar in the sense that you fight 1-2-3 landscape mobs at once. +15% damage increase will do nothing.
Twenty percent, with both active.The numbers are just figures for the sake of argument. Additionally, I don't think overland content is ever going to be pitched as comparable in difficulty to things like dungeons. What game was this?
There's been a lot of back-and-forth on the forum recently about overland difficulty. Ultimately, no tweak to general difficulty is going to please everyone, so I want to propose the use of Mementos to achieve that effect for individual players. The system would be something like below.
Talk to an Undaunted member to obtain two Mementos. Turning on the Memento provides a buff that lasts 30 minutes (and can be disabled via menus). Upon entering any new area, a text warning pops up, reminding you the buff is active. Additionally, players may not queue for dungeons, PvP, etc. while the Memento is active to avoid problems there.
Two versions of the Memento exist, something like:
- Minor Challenge -
e.g., Damage taken +5%, Damage dealt - 5%
- Major Challenge -
e.g., Damage taken +15%, Damage dealt - 15%
The Mementos are separate, meaning a player can toggle neither, one or both at the same time to tailor difficulty per character.
Having Challenges active counts towards achievements for killing enemies in Challenge mode. Completing several achievements earns different titles, access to some unique achievement furnishings at a vendor, and other account-bound cosmetic items (e.g. a pet or mount).
None of this is meant to make overland content arduous. It would merely prolong some fights for players in good gear and remind them to pay a bit more attention. Additionally, it would give new players an idea of what they may need to work on before jumping into tougher group content, helping them adjust to new challenges.
That's it. I'm not claiming that this is a perfect system that ought to be (or should/will be) implemented. I am curious if the various sides of this debate would accept something along these lines and we could get back to fighting over other, more interesting stuff.
1. You still maintain progressionWhat is the difference between OPs idea and merely taking off a few pieces of armor to increase the difficulty?
Seems so much easier to do so and it both reduces the damage one does and increases the damage one receives. Exactly what is being discussed.
Sure. Some testing would find the right percentage.
Better drops though? Nope. Achieves? Nah. Their reward will be how much more exciting and engaging it will be for them walking around Glenumbra.