exeeter702 wrote: »This doesnt work unless you incorporate a mob tagging mechanic. Otherwise on your end, those aiming for higher difficulty would be griefed or otherwise entirely inconvenienced when a random low level player comes and tags their mob. Imagine bumping the difficulty up to take out a world boss and having a few low level super new players come by and join in the fun. On one hand you have just enabled a gross powerleveing system and on the other you have just implemented a system that would actively punish those seeking the high risk high reward route.
Logistically, your proposed system would be a massive load on the mega server for how many shards it would have to dynamically produce per zone, on top of being downright impractical and needlessly obtuse.
Sorry but this isnt some grand new idea. These things have been thought of by those who actually have business coming up with game systems.
Is there an example of any online game that has had player-controlled difficulty settings?
Is there an example of any online game that has had player-controlled difficulty settings? I don't know of one, but if someone knows of one, please let us know. I suspect that if there isn't one, there are very good reasons for this.
Vercingetorix wrote: »Solution for overland difficulty that will suit everyone: Use CP150 white gear and go solo a world boss
There, you can waste time on that while the rest of us play the game in peace as it was designed all without wasting dev time on a pointless request.
Vercingetorix wrote: »Solution for overland difficulty that will suit everyone: Use CP150 white gear and go solo a world boss
There, you can waste time on that while the rest of us play the game in peace as it was designed all without wasting dev time on a pointless request.
CP is a crutch for people who can’t sustain and want to be "tanky" so they aren’t immediately punished for making mistakes.
A slider means more calculations per player which means more server calculations in an area with people at various settingsI see discussions about overland being too difficult or too easy all the time, and both sides have valid arguments. So now I present to you a concept of a solution that will suit everyone (the exact numbers would of course have to be adjusted to be balanced).
A difficulty slider
There have been similar suggestions. But until they get CP revamped or find another use for excess xp, people at CP 810 and over won't benefit and they are among those most likely to want more challenge --I think we should just have a stone we can pray at. Doing so puts a small icon next to your name so others know you have it. It increases damage taken and reduces damage received by 5% each day (or until you use the stone again to reset or disable).
Each day that % also determines the additional amount of xp you receive. I see no downsides to something like that.
MaleAmazon wrote: »It could be as easy as drinking or eating something (someone suggested 'undaunted beer', maybe 'dungeon daiquiri', 'new meatballs', 'Sotha Zinfandel', 'Elden Root Beer' you get the idea...) that debuffs you and gives you some reward for the duration. Or putting in a set that debuffs you (already in Cyrodiil, sorta), like 'masochist´s mail', whatever.
Is there an example of any online game that has had player-controlled difficulty settings? I don't know of one, but if someone knows of one, please let us know. I suspect that if there isn't one, there are very good reasons for this.
Chilly-McFreeze wrote: »Vercingetorix wrote: »Solution for overland difficulty that will suit everyone: Use CP150 white gear and go solo a world boss
There, you can waste time on that while the rest of us play the game in peace as it was designed all without wasting dev time on a pointless request.
Or, you know, actually make this game enjoyable for longtime players outside of PvP or trials. What are all those new zones and questlines worth to them if they can steamroll it with eyes closed? But I know, if it isn't important to you it's a waste of dev time. Got it.
Ydrisselle wrote: »Is there an example of any online game that has had player-controlled difficulty settings? I don't know of one, but if someone knows of one, please let us know. I suspect that if there isn't one, there are very good reasons for this.
Star Trek Online has it, but every quest is instanced there - so you will only see other players if they are in your group, or if it's a raid.
Here is the solution for everyone:
remove CO and HEAVILY nerf top end gear.
It has huge added benefit of putting power creep that has spiraled out of control....under control again.
See, its a win win, you lot get what you want and ZOS puts the game back under control.
Also your suggestion is meaningless as you can do that right now without any additional work from the devs (just dont use CP and wear white gear...or go naked at it)....and people refuse to do it, instead they choose to spend their time whining about how the game is so easy.
Is there an example of any online game that has had player-controlled difficulty settings? I don't know of one, but if someone knows of one, please let us know. I suspect that if there isn't one, there are very good reasons for this.
Here is the solution for everyone:
remove CO and HEAVILY nerf top end gear.
It has huge added benefit of putting power creep that has spiraled out of control....under control again.
See, its a win win, you lot get what you want and ZOS puts the game back under control.
Also your suggestion is meaningless as you can do that right now without any additional work from the devs (just dont use CP and wear white gear...or go naked at it)....and people refuse to do it, instead they choose to spend their time whining about how the game is so easy.
Rev Rielle wrote: »Personally I think they should return to the 'adventure zone' style they initiated with the original iteration of Craglorn. An overland group-designed zone for everyone provides a relative challenge for those solo wanting it.
My humble advice to development would be - if they were looking into another adventure zone - to make it a realm of oblivion. After all the Deadra are supposed to be the most dire threat to Tamriel. Craglorn whilst mechanical great, missed the mark because of such illogical things like, for example, wasps that hit harder than Molag Bal.
tinythinker wrote: »Rev Rielle wrote: »Personally I think they should return to the 'adventure zone' style they initiated with the original iteration of Craglorn. An overland group-designed zone for everyone provides a relative challenge for those solo wanting it.
My humble advice to development would be - if they were looking into another adventure zone - to make it a realm of oblivion. After all the Deadra are supposed to be the most dire threat to Tamriel. Craglorn whilst mechanical great, missed the mark because of such illogical things like, for example, wasps that hit harder than Molag Bal.
I would be OK with this, but I'd be surprised if ZOS tried that again. All of the ideas in these and similar threads could work, as well as other ideas, but ZOS has given no indication this is a priority. Their list of features in development is a long one.
Is there an example of any online game that has had player-controlled difficulty settings? I don't know of one, but if someone knows of one, please let us know. I suspect that if there isn't one, there are very good reasons for this.