Traditionally in rpg's the enemies scale softly with the players level so that they always pose even a little challenge. The same happens in ESO, except in stops at lvl 50 when we have 780 additional cp levels.
But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.
Why would they need to split the maps? They can just scale down the players stats for those to activate the Veteran Mode and leave rest as it is.
You can do that yourself. Remove your CP and wear trash gear.
Kiralyn2000 wrote: »Traditionally in rpg's the enemies scale softly with the players level so that they always pose even a little challenge. The same happens in ESO, except in stops at lvl 50 when we have 780 additional cp levels.
Eh, traditionally in RPGs, you eventually outlevel/outgear/outpower early challenges, and you can go back and curbstomp them with your Super OP Mega Gods. And even many of the 'scaling' systems I've played, there's limits to the scaling.
(I recall many comments in the past, from people annoyed by scaling systems because it meant they couldn't outlevel & overpower challenges that they couldn't beat when they first reached them. SP RPGs, that is, not MMOs.)
But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.
Why would they need to split the maps? They can just scale down the players stats for those to activate the Veteran Mode and leave rest as it is.
You can do that yourself. Remove your CP and wear trash gear.
Yeah, I tried that... even then overland is pathetically easy haha
You can do that yourself. Remove your CP and wear trash gear.
Why then add raids to the game when we can do public dungeons naked? Why add dungeons when delves without CP are tougher.
You see where im going with this? Disregarding a players choice in armor/build, asking them to strip down in order to have a challenging experience sounds like a bad idea to me.
"Sorry mannimarco, i cant fight you just yet im still wearing pants"
Overland content is still being made, still being offered with story missions and make up the bulk of the game. Are you telling me that i no longer should enjoy that part of the game because i have obtained a powerful weapon? Traditionally in rpg's the enemies scale softly with the players level so that they always pose even a little challenge. The same happens in ESO, except in stops at lvl 50 when we have 780 additional cp levels.
that can be a good thing as it solves the issue of CP 300+ players stealing kills in overland and delves from low level players.
YOU might be one shotting, but YOU know the ins and out of the game to max your dps.
New/average players, not so much. and we do need a option for a learning curve where new/average players can learn the game before we get murdered in pvp or where ever.
Ydrisselle wrote: »But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.
Why would they need to split the maps? They can just scale down the players stats for those to activate the Veteran Mode and leave rest as it is.
You can do that yourself. Remove your CP and wear trash gear.
Yeah, I tried that... even then overland is pathetically easy haha
For you it is, because you are already experienced and know the basic mechanics. Not so long ago I was fairly new; I couldn't even kill an elite with 100k hp. If I pulled a 3-member mob pack, I died (except if they were the 13k hp packs, like skeevers or wolves). So overland is only easy if you already know what you have to do.
I think this topic was already discussed in the forum 5 times - in August 2018. And many more times before that...
You can do that yourself. Remove your CP and wear trash gear.
Why then add raids to the game when we can do public dungeons naked? Why add dungeons when delves without CP are tougher.
You see where im going with this? Disregarding a players choice in armor/build, asking them to strip down in order to have a challenging experience sounds like a bad idea to me.
"Sorry mannimarco, i cant fight you just yet im still wearing pants"
You asked a toggleable debuff for yourself; rune476 answered that it's already in the game.
The whole problem of the seemingly static difficulty is the concept of flow. You can't adjust it to be more difficult, because it would increase the amount of players who find it too difficult and they will feel anxious while playing.There's nothing wrong with the leveling part of the game as it is,
Questing difficulty should be left as it is. After reaching a certain CP threshhold i believe an optional "veteran" mode should be available. I hate going through new story content on my main, knowing nothing will challenge me. The Veteran Mode doesnt even need more mechanics, just higher HP and mob damage. Currently at cp600 i feel giving everything roughly three times the hp/damage would do it justice.
Currently i envision it as a light version of Diablo 3's difficulty system, so that on the Veteran Mode mobs would drop twice the gold and higher chances for set drops.
I feel its important to emphasize the optional part. As a way to add challenge to ones own gameplay.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
One word...Craglorn. They tried that with that zone and failed miserably. Everyone was complaining that it was too hard to solo.
I still see newer players complaining that overland quests are "too hard". Hell, when Clockwork came out, people were complaining that the last fight in the main quest track was too hard.