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The Case for Higher Difficulty Settings: Making a Bargain

Faulgor
Faulgor
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ESO is an incredible game for beginning and casual players. It seems like there is always something to do or you can work towards, be it quests, achievements, crafting, fashion, skill lines. I still fondly remember trying to find glyphs to level my Enchanting skill, or checking urns in Dwarven ruins for the Dwemer motif.
However, ESO is 5 years old this year, and even casual players eventually hit the inevitable endpoint of the game, when all villains are slain, all skills maxed out, and all items upgraded. At this point, solo content basically vanishes (safe for vMA, which is 3 years old now), and instead of opening up as you progess, it feels like the game is actually closing down. Content updates are of course welcome, but they don't exceed the difficulty of already conquered zones, and can be completed simply by light attacking by sufficiently advanced players. I believe this is only partially due to One Tamriel, which opened the whole game from the start, and mainly due to some major content gaps in ESO.


The Issue

ESO covers these PvE gameplay areas very well
  • casual solo
  • casual, advanced and expert group content for 4 players (dungeons)
  • advanced and expert group content for 12 players (trials)

However, there is a noticable lack in these
  • advanced and expert solo
  • freeform group content for groups of 2, 3, 5, 6 ... 11 people

It seems bizarre, but in a game as large as ESO, I often find myself with nothing worthwhile to do on my own. Yes, there are dailies with new motifs and the like, but they aren't in any way interesting or challenging. They are chores. There are a tremendous amount of fantastic areas in Tamriel, and it's sad that you usually only visit them once. Sometimes I run a new character through a delve or public dungeon, and wish I could just stay there and do something meaningful with my main. Most of the time, I just find myself doing my crafting writs, maybe feeding a horse on an alt, and logging out again. Even new zone content is always a bit of a disappointment, because while new enemies and mechanics could be compelling, they aren't when everything dies in a few normal hits. It feels like, as your character progress and you become more advanced, you are increasingly missing out on worthwhile locales to visit and combat mechanics to enjoy. And artificially gimping yourself, either by not allocating CP or wearing poor equipment is not a solution - the whole game design of an RPG is centered around character progression, and if it only remains interesting by asking me to stay the way I was at the beginning, the game defeats its own purpose.

So why not do group content then, it's an MMO after all, right? Well, unless your group is precisely 4 or 12 players, you're out of luck, and I suspect I'm not the only one who's often felt like a fifth wheel when a guild group for a dungeon run was already full. In contrast, as a beginning player, I would often wait for someone to come along and help me with a delve boss, or we would team up to complete a public dungeon. Even those rare occasions of freeform group play are nonexistent for advanced players. The effect is that I see many guild members only log in for a weekly trial, because outside of organized group content, there simply is no content for advanced players.

There was one instance in this game where both of these issues were solved, and that was, to me, Imperial City at launch. VR 15/16 gear was introduced then, the PvE enemies in the sewers were tougher than usual overland mobs, and there was a lot of incentive to play there: Either for the new crafting materials, Tel Var stones, or trophy items to unlock Xivkyn chests. The Tel Var system kept things even more exciting, as it forced you to consider risk vs reward (and all of that without even considering the PvP side of things, which is not the topic of this thread). You would very frequently find a group of players in the sewers forming spontaneously, to farm for items or take on one of the bosses, including Molag Bal in the center.
It was truly the best experience I've ever had in ESO, again, without even going into PvP.


A Possible Solution

There are some solutions to these issues. One is, of course, to add new content to specifically allow these types of gameplay, for example something like the Imperial City sewers without PvP, or veteran difficulty public dungeons. However, something like this would be more ambitious, and doesn't fit into ZOS' update cadence for ESO.
A very minor solution to at least give advanced solo players something to do would be a reward update to vMA - there are only so many Winterborn hats one person needs. Of course, it's still 3 year old content, and I can't see many people being thrilled about running it over and over again for new rewards.

No, I think it it is obvious that the best solution, one that reinvigorates the whole of Tamriel for advanced players without having to add new content, and offers something for solo players and groups of any size, is a higher, rewarding difficulty setting for overland PvE content. Rewarding is an important factor in this, as higher difficulty without any meaning has already failed in this game once before with silver and gold veteran zones - another reason why artificially increasing your own difficulty is not a sustainable solution.

There is no reason to reinvent the wheel, which would only cost more development time, especially when all mechanics we need for this to work are already in place.

Character Scaling
One Tamriel has done a lot of groundwork to make Tamriel accessible for everyone, mainly by scaling players to the world around them. A similar character adjustment also exists in PvP with the Battlespirit buff. A personalized difficulty setting can easily use the same system, simply scaling your character down by applying a debuff that decreases your combat effectiveness. This way, players or all levels, expertise and difficulty setting can continue to play together in one Tamriel. There is no need to introduce new, more difficult zones, and revert all the good work One Tamriel has done.

Tel Var System
The Tel Var system is a brilliant way to add a new currency reward in tandem with a sense of risk and reward that should be inherent in higher difficulty settings. Ideally, a new currency for overland PvE would work similary, by increasing the strength of the debuff and thus the difficulty the more currency you are currently carrying. This way, even casual or hesitant players can dabble in this new reward system, without having to face the highest possible difficulty.

Reward Merchants
ESO has several merchants for specific currencies, mainly those for Tel Var, AP, and Master Writs. Similarly, a reward merchant for a new veteran difficulty currency could offer item sets, polymorphs, motifs, outfits, furnishings, mounts, etc. These merchants can also easily be expanded or adjusted as the sole "faucet" of these new rewards (by the way, an update to Tel Var, Alliance War and Master Writ merchants would be very welcome - there are only so many soul gems you want to buy).


A Proposal

I would like to sketch a system for you, that uses all these elements and perfectly fits into the world of The Elder Scrolls.

We happen upon - somewhere in a new zone, perhaps - a shrine to the Daedric Prince of Bargains, Clavicus Vile, whom we've already had mutually beneficial dealings with in Summerset. He offers us a new deal: Access to the goods of his Skaafin underlings for the small price of a tiny bit of our strength. After accepting his proposal, we are granted a memento that activates a debuff for ~2 hours: Whenever we kill an overland mob, we get a certain amount (or chance) of Clavicus Coins.
However, as we accumulate coins, we find our power continously diminishing - a modest 20% debuff after 100 coins, 40% after 1000, and a massive 60% with 10000 coins in our pockets. And when we die, all our collected coins are lost. The upside is that our coins per kill also seem to increase. Whether we put the coins in the bank, or suffer the debuff for better rewards, is up to us.

The Skaafin reward merchant will also gladly take the coins off of you, in exchange for things like a new Vile themed motif (or in the spirit of the Daedric Prince, a random motif page), Rueful weapon outfits, consumables, Daedric furnishings, and maybe even a mount (how big can Barbas get?) or new item sets - possibly with the new buff Minor Hunter, increasing damage against non-dungeon mobs by 5%. Who knows, maybe you'll even get a rare Masque of Clavicus Vile style page out of a random reward box!
Additionally, this system could add new achievements, titles and dyes for completing certain content on higher difficulty.


The Concerns

From previous discussions on this topic, I supect there are concerns, mainly because this might add new rewards to the game that are not accessible otherwise, and this might only further increase the gap between high end players and beginners. To this end, my proposed system is purposefully desgined so that the first 100 coins or so you acquire don't require a higher difficulty at all, and even after that continue in a staggered difficulty. This means you could acquire the new rewards, though more slowly, even if you don't want to play at a higher difficulty. Additionally, if new item sets are added, they should be specifically designed to help in overland PvE content, not raiding or PvP (hence the Minor Hunter buff). This would also keep them in line with current reward structures.

Now, developers are much harder to convince than players. They have to put in the time, work, and ultimately money to make something like this a reality, and it comes at the expense of other things that could have been developed in its stead. I believe the strongest argument is that this would undoubtedly increase the longevity of existing content and the game as a whole, and thus increase player retention. It is probably the easiest way to repurpose existing content without having to develop new zones - doesn't that sound like a bargain?! It is also one of the most frequently requested features by the community, and as the recent announcement of the Necromancer class has shown, this is not trivial. However, I realize a system like this is not easily monetized like housing or the outfit system was, in fact granting cosmetics that could be sold separately in the store through gameplay. The only concession that I could make is that this should not be a base game update, but tied to a zone DLC or chapter, which could be easily done by placing the relevant NPCs there.

What do you think? Are there any other concerns you have? Would you do it differently?
Or are you just waiting for patch day to be over like I am?
Alandrol Sul: He's making another Numidium?!?
Vivec: Worse, buddy. They're buying it.
  • Vildebill
    Vildebill
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    I like the idea of revisiting zones, a new currency, and a reward system. What I have against the idea is something you've been talking about yourself, something that goes against this whole idea: What is the difference with this percentage debuff you are getting, and not using your champion points/not using optimal gear etc., in terms of game play? For me this sounds like, in short, gimp yourself on existing content to get new rewards. And I don't really see the fun in that.
    EU PC
  • Linaleah
    Linaleah
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    my major concern with debuff system vs separate zones is that its too easily cheesed and far too open for abuse. and I have explained may a times how - but i can explain again. in a shared zone - one person take a debuff, one doesn't. the person with debuff tags the mobs, that person without kills - gets all the extra rewards without any of the danger or challenge.

    but... disable rewards if someone else damages the mobs? you have just opened yourself up to extensive trolling. you are fighting mobs with a debuf, troll comes along, hits mobs just enough to disable rewards and then leaves you to your challenging murder that doesn't reward you anything extra.

    IMO the ONLY way to implement challenging difficulty with minimum of cheating/trolling potential IS going back to selectable veteran zones. the thing is, they weren't just unpopular becasue of lack of rewards. they were unpopular because prior to one tamriel, only people able to be in the same vet zone as you were - were people from your alliance and only if they did the prerequisite. making veteran difficulty zones available immediately to all without restriction? fixes THAT issue.
    dirty worthless casual.
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  • Nerouyn
    Nerouyn
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    Interesting idea. Two thoughts.
    Faulgor wrote: »
    So why not do group content then, it's an MMO after all, right? Well, unless your group is precisely 4 or 12 players, you're out of luck

    One of the many things City of Heroes did really well was group content which scaled to the number of players - from 1 up to.... whatever its max was. 8'ish maybe?

    Granted their missions were procedurally generated but conceivably it shouldn't be too hard for ESO's devs to tweak dungeon content to scale to different numbers of players. Adjust the number of trash mobs and hit points of bosses.
    Faulgor wrote: »
    Are there any other concerns you have?

    I don't love the idea of the debuff. It just feels too obvious. We're buffed up the wazoo with equipment, CP, food etc. Might have taken us considerable effort to achieve those. Then there's this debuff to bring us back down.

    If eg. CP have gotten "out of hand" and they need to reign that in, then just reign that in.

    Or maybe go for something more immersive. Eg. one of the few things Darkfall got so right at launch was mob AI. It was phenomenal. Killing mobs could be incredibly difficult and the pesky buggers would sometimes even run away to ask for help from nearby allies.

    ESO could do something similar with a fame system. It's nice in the game how NPCs sometimes refer to your achievements but opponents could do the same.

    "Oh crap there's Mr Awesome Shoes who beat Molag Bal coming towards us. He's a bit scary. Hey you guys over there, come help us." Then a nearby group of their allies join the fight against you.
  • VaranisArano
    VaranisArano
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    My problem with higher difficulty is simple:

    Either ZOS does it the easy way and just does scaling/player debuffs and copies the existing content, in which case why can't we just debuff ourselves to get the same effect? (Assuming difficulty is the goal, not extra rewards)

    Or ZOS does it right, transforming overland zones into something that can actually be an interesting challenge for a dungeon-ready DD player or an end-game capable group, something closer to the original vision for Craglorn. But that costs $$$ and ZOS has to be convinced it worth it, not only to develop but also to balance for. I'm not sure the $$$, time and effort spent would be worth the return on their investment.
  • Rocksteady
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    Something like a simplified version of the Diablo Torment system would be neat if they leave out the loot and xp bonuses. Give people the option to spawn into 1 of X instanced zones of varying difficulty when they log in. Devs don't have to worry so much about tuning it perfect because players can adjust it themselves. Problem solved.
    "Their stupidity does not amaze me, its when they're smart that amazes me. It's baffling whenever you find someone who's smart — incredible. Soon you'll have zoos for such things." -Frank Zappa
  • Jeremy
    Jeremy
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    Faulgor wrote: »
    ESO is an incredible game for beginning and casual players. It seems like there is always something to do or you can work towards, be it quests, achievements, crafting, fashion, skill lines. I still fondly remember trying to find glyphs to level my Enchanting skill, or checking urns in Dwarven ruins for the Dwemer motif.
    However, ESO is 5 years old this year, and even casual players eventually hit the inevitable endpoint of the game, when all villains are slain, all skills maxed out, and all items upgraded. At this point, solo content basically vanishes (safe for vMA, which is 3 years old now), and instead of opening up as you progess, it feels like the game is actually closing down. Content updates are of course welcome, but they don't exceed the difficulty of already conquered zones, and can be completed simply by light attacking by sufficiently advanced players. I believe this is only partially due to One Tamriel, which opened the whole game from the start, and mainly due to some major content gaps in ESO.


    The Issue

    ESO covers these PvE gameplay areas very well
    • casual solo
    • casual, advanced and expert group content for 4 players (dungeons)
    • advanced and expert group content for 12 players (trials)

    However, there is a noticable lack in these
    • advanced and expert solo
    • freeform group content for groups of 2, 3, 5, 6 ... 11 people

    It seems bizarre, but in a game as large as ESO, I often find myself with nothing worthwhile to do on my own. Yes, there are dailies with new motifs and the like, but they aren't in any way interesting or challenging. They are chores. There are a tremendous amount of fantastic areas in Tamriel, and it's sad that you usually only visit them once. Sometimes I run a new character through a delve or public dungeon, and wish I could just stay there and do something meaningful with my main. Most of the time, I just find myself doing my crafting writs, maybe feeding a horse on an alt, and logging out again. Even new zone content is always a bit of a disappointment, because while new enemies and mechanics could be compelling, they aren't when everything dies in a few normal hits. It feels like, as your character progress and you become more advanced, you are increasingly missing out on worthwhile locales to visit and combat mechanics to enjoy. And artificially gimping yourself, either by not allocating CP or wearing poor equipment is not a solution - the whole game design of an RPG is centered around character progression, and if it only remains interesting by asking me to stay the way I was at the beginning, the game defeats its own purpose.

    So why not do group content then, it's an MMO after all, right? Well, unless your group is precisely 4 or 12 players, you're out of luck, and I suspect I'm not the only one who's often felt like a fifth wheel when a guild group for a dungeon run was already full. In contrast, as a beginning player, I would often wait for someone to come along and help me with a delve boss, or we would team up to complete a public dungeon. Even those rare occasions of freeform group play are nonexistent for advanced players. The effect is that I see many guild members only log in for a weekly trial, because outside of organized group content, there simply is no content for advanced players.

    There was one instance in this game where both of these issues were solved, and that was, to me, Imperial City at launch. VR 15/16 gear was introduced then, the PvE enemies in the sewers were tougher than usual overland mobs, and there was a lot of incentive to play there: Either for the new crafting materials, Tel Var stones, or trophy items to unlock Xivkyn chests. The Tel Var system kept things even more exciting, as it forced you to consider risk vs reward (and all of that without even considering the PvP side of things, which is not the topic of this thread). You would very frequently find a group of players in the sewers forming spontaneously, to farm for items or take on one of the bosses, including Molag Bal in the center.
    It was truly the best experience I've ever had in ESO, again, without even going into PvP.


    A Possible Solution

    There are some solutions to these issues. One is, of course, to add new content to specifically allow these types of gameplay, for example something like the Imperial City sewers without PvP, or veteran difficulty public dungeons. However, something like this would be more ambitious, and doesn't fit into ZOS' update cadence for ESO.
    A very minor solution to at least give advanced solo players something to do would be a reward update to vMA - there are only so many Winterborn hats one person needs. Of course, it's still 3 year old content, and I can't see many people being thrilled about running it over and over again for new rewards.

    No, I think it it is obvious that the best solution, one that reinvigorates the whole of Tamriel for advanced players without having to add new content, and offers something for solo players and groups of any size, is a higher, rewarding difficulty setting for overland PvE content. Rewarding is an important factor in this, as higher difficulty without any meaning has already failed in this game once before with silver and gold veteran zones - another reason why artificially increasing your own difficulty is not a sustainable solution.

    There is no reason to reinvent the wheel, which would only cost more development time, especially when all mechanics we need for this to work are already in place.

    Character Scaling
    One Tamriel has done a lot of groundwork to make Tamriel accessible for everyone, mainly by scaling players to the world around them. A similar character adjustment also exists in PvP with the Battlespirit buff. A personalized difficulty setting can easily use the same system, simply scaling your character down by applying a debuff that decreases your combat effectiveness. This way, players or all levels, expertise and difficulty setting can continue to play together in one Tamriel. There is no need to introduce new, more difficult zones, and revert all the good work One Tamriel has done.

    Tel Var System
    The Tel Var system is a brilliant way to add a new currency reward in tandem with a sense of risk and reward that should be inherent in higher difficulty settings. Ideally, a new currency for overland PvE would work similary, by increasing the strength of the debuff and thus the difficulty the more currency you are currently carrying. This way, even casual or hesitant players can dabble in this new reward system, without having to face the highest possible difficulty.

    Reward Merchants
    ESO has several merchants for specific currencies, mainly those for Tel Var, AP, and Master Writs. Similarly, a reward merchant for a new veteran difficulty currency could offer item sets, polymorphs, motifs, outfits, furnishings, mounts, etc. These merchants can also easily be expanded or adjusted as the sole "faucet" of these new rewards (by the way, an update to Tel Var, Alliance War and Master Writ merchants would be very welcome - there are only so many soul gems you want to buy).


    A Proposal

    I would like to sketch a system for you, that uses all these elements and perfectly fits into the world of The Elder Scrolls.

    We happen upon - somewhere in a new zone, perhaps - a shrine to the Daedric Prince of Bargains, Clavicus Vile, whom we've already had mutually beneficial dealings with in Summerset. He offers us a new deal: Access to the goods of his Skaafin underlings for the small price of a tiny bit of our strength. After accepting his proposal, we are granted a memento that activates a debuff for ~2 hours: Whenever we kill an overland mob, we get a certain amount (or chance) of Clavicus Coins.
    However, as we accumulate coins, we find our power continously diminishing - a modest 20% debuff after 100 coins, 40% after 1000, and a massive 60% with 10000 coins in our pockets. And when we die, all our collected coins are lost. The upside is that our coins per kill also seem to increase. Whether we put the coins in the bank, or suffer the debuff for better rewards, is up to us.

    The Skaafin reward merchant will also gladly take the coins off of you, in exchange for things like a new Vile themed motif (or in the spirit of the Daedric Prince, a random motif page), Rueful weapon outfits, consumables, Daedric furnishings, and maybe even a mount (how big can Barbas get?) or new item sets - possibly with the new buff Minor Hunter, increasing damage against non-dungeon mobs by 5%. Who knows, maybe you'll even get a rare Masque of Clavicus Vile style page out of a random reward box!
    Additionally, this system could add new achievements, titles and dyes for completing certain content on higher difficulty.


    The Concerns

    From previous discussions on this topic, I supect there are concerns, mainly because this might add new rewards to the game that are not accessible otherwise, and this might only further increase the gap between high end players and beginners. To this end, my proposed system is purposefully desgined so that the first 100 coins or so you acquire don't require a higher difficulty at all, and even after that continue in a staggered difficulty. This means you could acquire the new rewards, though more slowly, even if you don't want to play at a higher difficulty. Additionally, if new item sets are added, they should be specifically designed to help in overland PvE content, not raiding or PvP (hence the Minor Hunter buff). This would also keep them in line with current reward structures.

    Now, developers are much harder to convince than players. They have to put in the time, work, and ultimately money to make something like this a reality, and it comes at the expense of other things that could have been developed in its stead. I believe the strongest argument is that this would undoubtedly increase the longevity of existing content and the game as a whole, and thus increase player retention. It is probably the easiest way to repurpose existing content without having to develop new zones - doesn't that sound like a bargain?! It is also one of the most frequently requested features by the community, and as the recent announcement of the Necromancer class has shown, this is not trivial. However, I realize a system like this is not easily monetized like housing or the outfit system was, in fact granting cosmetics that could be sold separately in the store through gameplay. The only concession that I could make is that this should not be a base game update, but tied to a zone DLC or chapter, which could be easily done by placing the relevant NPCs there.

    What do you think? Are there any other concerns you have? Would you do it differently?
    Or are you just waiting for patch day to be over like I am?

    This is basically my biggest problem with the game currently.

    Once you reach high level the game becomes too easy due to the lack of new content scaled for higher difficulty. They are going to have to address this eventually if they want to keep my business. New DLC dungeons every quarter isn't going to do it - especially since they tend to usually rely on lame one-shot mechanics for challenge increases anyway.
    Edited by Jeremy on February 25, 2019 2:53PM
  • Aisle9
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    Interesting premise.

    Completely disagree with the solution, I'm against the "gimp yourself to make it a challenge" approach, but I understand that you're looking around and trying to find something to work with.

    In my opinion, you're looking in all the wrong places.

    Craglorn tried to introduce group delves, and personally, I loved them. Trying to solo them back in the day when I had neither the skill nor the experience to, is one of my best memories in this game.

    Similarly, I took great pride in completing alone all the mini-dungeons (quest hubs they are called, I believe), with the exception of Shada's Tear, which required a second player to unlock the puzzle and complete the quest.

    Skyreach Hold, Skyreach Catacombs and Skyreach Pinnacle, Shada's Tear, The Seeker's Archive, Rani'zah, Elinhir, Spellscar are all amazing ideas for freeform groups and a fun challenge for advanced solo players.

    All the mobs inside are scaled for a group of 4, but they are a little weaker than dungeon mobs (vet).

    Bosses with half a million to a million HP guarantees you don't kill them in a single rotation, and they even get to try some mechanic, while inexperienced players can do the fight as it's supposed to be done.

    This whole concept, in theory, is great.

    The problem is that is not a popular concept.

    Group delves in Craglorn had to be cut back to regular delves because people didn't go into them.

    The whole Craglorn idea had to be scrapped, because as it was back in the day, it was a nice area for experienced players to solo and kind of interesting to shout out in guild chat, but other than that it was unused content.

    The reality is that easy sells, hard makes it for good show.

    People don't group, so content goes wasted.

    Seriously, Skyreach Hold used to be some of my favorite things to run when I had nothing else to do, and nothing to it with. I still run it sometimes.

    Ultimately, most people don't like to run content with maelstrom mobs in it.

    I do, I'm guessing you do, a lot of folks do too, but the majority of casuals would just complain that is too hard.

    Gate some rewards behind it, and all hell would break loose.

    It's much easier to put an adventure zone where people can just breeze through and a new dungeon filled with stacking mechanics for hardcore folks to wrap their head around it, until they realize it's actually easier if you pace yourself rather than just try to burn (*cough*moonhunter keep*cough*).

    Said that, I will go do some Craglorn quest hubs after maint. Skyreach Hold is actually really fun.

    *edit*
    Craglorn could've worked with a group finder tool, but the group finder tool is broken, so...

    Edited by Aisle9 on February 25, 2019 3:06PM
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  • casparian
    casparian
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    Thanks for this, OP. I love this idea, and it (or something like it) would single-handedly revitalize ESO for me.

    I'm genuinely puzzled that so much of the community seems to hate the idea of optional difficult overworld content. Completely baffled. I understand the "but Craglorn" issue, but to my mind that's a red herring. Craglorn was launched in a completely different state of the game with a very poor reward structure. What OP is describing (both in terms of how difficult it would be and in terms of the incentives) is nothing like old Craglorn.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Faulgor
    Faulgor
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    Vildebill wrote: »
    I like the idea of revisiting zones, a new currency, and a reward system. What I have against the idea is something you've been talking about yourself, something that goes against this whole idea: What is the difference with this percentage debuff you are getting, and not using your champion points/not using optimal gear etc., in terms of game play? For me this sounds like, in short, gimp yourself on existing content to get new rewards. And I don't really see the fun in that.
    The difference is, you can still use the mechanics of the game - gear, CP, skills, etc - to improve your character. If I strip myself of gear sets to face harder challenges, gear is not an option for me to overcome these challenges. That is not fun.
    The other difference is of course that there is a reward system behind it and you're not only doing it for "the lols".
    Linaleah wrote: »
    my major concern with debuff system vs separate zones is that its too easily cheesed and far too open for abuse. and I have explained may a times how - but i can explain again. in a shared zone - one person take a debuff, one doesn't. the person with debuff tags the mobs, that person without kills - gets all the extra rewards without any of the danger or challenge.
    That's a fair concern. The way the Tel Var system handles this is that the reward is split between all players, i.e. if a mob killed by 2 players drops 4 Tel Var stones, each get 2 stones. That should be applied here as well, at least. In your scenario that would still allow for some reward, but only half (the reward for the player without the debuff would go into limbo).
    Aisle9 wrote: »
    In my opinion, you're looking in all the wrong places.

    Craglorn tried to introduce group delves, and personally, I loved them. Trying to solo them back in the day when I had neither the skill nor the experience to, is one of my best memories in this game.
    I loved Craglorn, too. But I don't think it failed because of its difficulty, but because there was no reward. There were better places to level even back then, and the best gear was crafted. Rewards are always an issue, not just for higher difficulties, and it was an issue for a lot of ESO's content back then. They didn't really get a feeling for it until they redistributed sets with One Tamriel and kept adding motifs to a lot of activities, imo.
    casparian wrote: »
    Thanks for this, OP. I love this idea, and it (or something like it) would single-handedly revitalize ESO for me.
    Thanks. I like ESO whole lot, and I just wish I could play it like I used to. But I can't justify subscribing for 13€ a month just to feed a virtual horse every day.
    Edited by Faulgor on February 25, 2019 4:03PM
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Starlock
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    I didn't read all of that essay, but it's important to understand that different players come from different perspectives. I question the usefulness of breaking down players into simplistic dichotomies, in no small part because it doesn't accurately map the various players I've interacted with through the course of playing this game. It certainly doesn't map well onto myself, and if one forces it to fit, the narrative conclusions are wildly different than what the opening post describes.

    For example, having run numerous guild events in the past I'd have to strongly disagree that the game doesn't cater to freeform group content. That's basically what guild-run events are and the only limits to that are your own imagination. Examples of events I've ran personally or seen done in other guilds include fishing derbies, track racing, dueling competitions, world boss clearing, thievery runs, map exploration, fashion shows, and home showcase tours. Basically, if you aren't finding stuff to do, join yourself up with a more active social guild or make one yourself.

    I'd also disagree that advanced/expert players (again, I find this terminology fundamentally problematic, but let's run with it) have a lack of content. As with guild events, the only limits are your own imagination. I play this game by creating characters and focus on telling their stories. When you focus on characters, you stop treating the game like a competition or challenge to overcome and instead view it as a creative exercise. You don't pick that skill or use that set because it doesn't fit the character - you limit how you play based on character narrative. Doing that requires an entirely different sort of skill and has its "casual" and "advanced" levels just like being competitive. There is no "endgame" until your imagination runs out and you can't come up with a new character idea.

    At any rate, different strokes for different folks. Just wanted to raise up that what the game looks like to various players can and does paint very different narratives depending on why you play and how. I'm totally fine with the "difficultly" of the game as it is right now. I get more challenge out of successfully realizing a character concept than I ever could out of some vet trial or "elite" version of overland questing.
  • casparian
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    Starlock wrote: »
    At any rate, different strokes for different folks. Just wanted to raise up that what the game looks like to various players can and does paint very different narratives depending on why you play and how. I'm totally fine with the "difficultly" of the game as it is right now. I get more challenge out of successfully realizing a character concept than I ever could out of some vet trial or "elite" version of overland questing.

    Sounds like the way you have found to play the game works well for you. I'm glad.

    Many of us don't enjoy most of the things you find to be fun, at least not enough for them to be the consistent activities that keep us coming back to ESO regularly. Do you think the solution is for us to change so that we play the game like you do, or for an optional game mode to be introduced for those of us who aren't like you?
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • BretonMage
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    Faulgor wrote: »
    So why not do group content then, it's an MMO after all, right? Well, unless your group is precisely 4 or 12 players, you're out of luck, and I suspect I'm not the only one who's often felt like a fifth wheel when a guild group for a dungeon run was already full. In contrast, as a beginning player, I would often wait for someone to come along and help me with a delve boss, or we would team up to complete a public dungeon. Even those rare occasions of freeform group play are nonexistent for advanced players. The effect is that I see many guild members only log in for a weekly trial, because outside of organized group content, there simply is no content for advanced players.

    There's a recurring discussion on adding solo dungeon mode and I often agree with that. While one of the discussions revolved around opening up the story content to solo players, I would really enjoy it if they implemented a normal and veteran dungeon (and trials!) option for solo players. Even duos.

    As for just adding rewards, I would disagree. We get frequents events with rewards, and although it does attract a lot of people back to the game, it often feels a bit like a grind. After all, doing content repetitively for rewards is what grinding is, and introducing more rewards will just introduce more grind. No, the content itself must be improved, I think.

    I don't think scaling down one's character would be a popular solution. People think of their character's level and power as the result of hard work/play and I can't imagine they would be willing to give it up.

    People often mention a vet overland mode, and I'd probably vote for that, though I actually enjoy playing alongside new players. I think the main problem here though is that it probably wouldn't be very popular.
  • El_Borracho
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    I was all set to hate on this proposal, but its the only one that makes sense.
  • Cireous
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    This was very well thought out and an interesting take on how to create more challenging/rewarding overland content. I really like these ideas, myself. I almost wish you would have presented this on any other day then DLC patch day, though, because I'd like everyone to see it, rather then it get washed away into the far reaches by DLC related topics. :'(

    As far as the rewards go, it's the "random motif" I find especially interesting. I can see this reward, alone, upholding my interest in this type of content for the long run, instead of as long as it takes to earn the more finite rewards.

    Also, I am absolutely desperate for a resurgence of that feeling of danger and possible death within our questing content. It would add so much more excitement to everything we're doing. Although, I may be a little embarrassed to appear fairly weak and noobish in front of those who do not take the debuff, given that we would share the same instance, but I think I could get over it... maybe. It would be kind of cool if your character had a really subtle glow around them as an indication to others that they have weakened themselves on purpose.

    Another thing that would be really fun is if followers could be introduced, allowing us the choice of a single NPC that could tag along with us in overland content, all Lydia style, maybe helping us out with damage or tanking... in a very minor way at least. We could also set them up to sit or roam around our homes, um, because who doesn't want that? I certainly would.
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