DocFrost72 wrote: »Normal: Exactly as is, change nothing.
Vet: Make mobs equivalent to vMA mobs of the same tier, make world bosses scaled to full dungeon or even trial enemy. Dropped gear and quest rewards should be purple or at worst blue, increase gold reward from quests by 25%, remove training trait from drop loot table.
My idea, anyway.
Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.
Adding a toggle and liking how it is shouldn't be mutually exclusive.
I truly don't understand the resistance to this idea.
MLGProPlayer wrote: »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.
Current Craglorn is the best zone in the game. It has both veteran and normal delves as well as challenging quest hubs that can soloed or done in groups.
Every zone should be like the current Craglorn. It's the only zone I had fun questing through with a CP level character.
Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.
Adding a toggle and liking how it is shouldn't be mutually exclusive.
I truly don't understand the resistance to this idea.
I mean, this is basically how things worked for the old veteran rank system
Once you completed your faction the next faction would unlock at veteran difficulty.
Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.
Adding a toggle and liking how it is shouldn't be mutually exclusive.
I truly don't understand the resistance to this idea.
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
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 ***
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.
EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.
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 ***
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.
EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.
I know you were replying to someone else, but personaly and I'm pretty sure many would agree with me. baseline difficulty should stay as it is. NO changes. the only discussion in my opinion should revolve around how to handle optional vet difficulty (or whatever we may want to call it)
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
Again, OK, point taken. However, we have not even touched the "difficulty level discussion". There are many concepts and notions on what "difficulty means". It could be as simple as straight up buffing enemies health to introducing new mechanics or giving them more damage. ALL of that, has to be discussed and the community should be involved in that to steer it towards the best direction. But AGAIN, however, this thread's purpose is to identify whether this should be a discussion to be further developed, given thought about and lead to actionable pragmatic suggestions on how to achieve a pleasant questing experience for nearly everybody.
EDIT: so this is your opportunity to voice any dissatisfaction you have with overland and questing (if at all) and your concerns about it (for example, if it were to change, what would you hate to be changed? why? what would you like to change?). The more insight we get into it, the more ZoS can potentially come up with a viable solution for the majority.
Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.
Except we are not really asking for challenging content itself. We’re asking for quests to be made enjoyable after reaching level 40-50. And for that, a little more challenge is needed.It’s not going to happen in any meaningful manner.
Zos won’t create a choice of normal or get overland. It would essentially double the instances and infrastructure needs. Increased costs without any return isn’t a good decision.
Zos already created more challenging content from normal sndnvet dungeons to normal and get trials not to mention the arenas.
If you want more challenging content do the more challenging content.
Except we are not really asking for challenging content itself. We’re asking for quests to be made enjoyable after reaching level 40-50. And for that, a little more challenge is needed.It’s not going to happen in any meaningful manner.
Zos won’t create a choice of normal or get overland. It would essentially double the instances and infrastructure needs. Increased costs without any return isn’t a good decision.
Zos already created more challenging content from normal sndnvet dungeons to normal and get trials not to mention the arenas.
If you want more challenging content do the more challenging content.
And with this comment you are mostly wrong.
Besides the clear FACT that t here will not be agreement on what you just said, what is "enjoyable" to you is a cake walk to someone else and impossible to others.
The post of mine you quoted was not arguing anything here, but stating the facts to why this will not happen. Not an opinion on wanting or not wanting change.
Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.
You do realise that new DLCs/Chapters have their own storylines right?
Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.
Adding a toggle and liking how it is shouldn't be mutually exclusive.
I truly don't understand the resistance to this idea.
damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
Simplest Fix:
Implement a hardcore character mode at the character select screen which enabled veterans to create a toon that would suffer a permanent debuff that reduces "all" stats by a certain percentage on that specific character.
They could still play with their friends while enjoying the increased difficulty of "all" content.
This makes much more sense than creating new servers or implementing some type of toggle for players which lends itself to more breakage.
Hell ZoS could even implement new titles for those who complete certain content using said toons.
Just a simple lifetime debuff that is applied to the character on creation.
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 ***