I agree with you about questing and overland being Way too easy and unfun for players seeking a bit more challenge.
However, tbh I dont see how could increasing the difficulty be implemented - even if i decreased my stats, with eso being an mmo there would usually be other non - scaled down players around, jumping in the middle of boss/delve/mob fight and tearing everything down in seconds, like we do it now.
To make it worth it there could be a xp/loot buff that goes up on higher difficulty options so there is a risk vs reward incentive for players to use this feature.
There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
I agree with you about questing and overland being Way too easy and unfun for players seeking a bit more challenge.
However, tbh I dont see how could increasing the difficulty be implemented - even if i decreased my stats, with eso being an mmo there would usually be other non - scaled down players around, jumping in the middle of boss/delve/mob fight and tearing everything down in seconds, like we do it now.
That's pretty easy to solve with ESO's sharding system just put everyone in veteran mode in the same instance. or something like that.
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
I don't want to have to play sub-optimal for a game to be challenging. I want a way to be able to play optimally and to have to use the tools at hand (gear,skills) and still be challenged.
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.
To make it worth it there could be a xp/loot buff that goes up on higher difficulty options so there is a risk vs reward incentive for players to use this feature.
First off, this is one of the issues. People say they want more of a challenge yet it comes down to they really want a greater reward.
I posted this a while ago on reddit and taught i might as well share it here since i just got my forum invitation back, maybe there is a chance someone working on the game sees it.
I really love questing in this game but overland content is extremely easy, to the point quests sometimes aren't enjoyable to me because nothing is even remotely challenging. It's a common complaint about the game since One Tamriel and we have threads about it on reddit and on the official forums at least once a week. It's also a big issue especially for some new players and some just outright drop the game shortly after starting it because there is no point in playing the game like this for them (and let's face it they actually need to play a long time before seeing any even remotely challenging content)
I know there is a lot of difficult content at endgame but most of it apart from the arenas is group content and i'm not always in the mood for that or the arena. PVE questing should be challenging as well if i want it to be and something like a difficulty slider or a veteran mode would be the perfect solution to that since everyone could just play the way he wants to.
Devs have talked about it before as far as i know they wanted something like that for One Tamriel but it didn't make the cut. I personally fail to see why it should be so hard to implement a system like that, they allrdy have a system in place to scale player stats, damage output and income while leveling so why not just use it here as well?
There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
To make it worth it there could be a xp/loot buff that goes up on higher difficulty options so there is a risk vs reward incentive for players to use this feature.
So what do you guys think and would you use a system like that for questing?
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
I don't want to have to play sub-optimal for a game to be challenging. I want a way to be able to play optimally and to have to use the tools at hand (gear,skills) and still be challenged.
Find a good raid group and run the newer vet HM trials. That is where the challenge intended.
I posted this a while ago on reddit and taught i might as well share it here since i just got my forum invitation back, maybe there is a chance someone working on the game sees it.
I really love questing in this game but overland content is extremely easy, to the point quests sometimes aren't enjoyable to me because nothing is even remotely challenging. It's a common complaint about the game since One Tamriel and we have threads about it on reddit and on the official forums at least once a week. It's also a big issue especially for some new players and some just outright drop the game shortly after starting it because there is no point in playing the game like this for them (and let's face it they actually need to play a long time before seeing any even remotely challenging content)
I know there is a lot of difficult content at endgame but most of it apart from the arenas is group content and i'm not always in the mood for that or the arena. PVE questing should be challenging as well if i want it to be and something like a difficulty slider or a veteran mode would be the perfect solution to that since everyone could just play the way he wants to.
Devs have talked about it before as far as i know they wanted something like that for One Tamriel but it didn't make the cut. I personally fail to see why it should be so hard to implement a system like that, they allrdy have a system in place to scale player stats, damage output and income while leveling so why not just use it here as well?
There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
To make it worth it there could be a xp/loot buff that goes up on higher difficulty options so there is a risk vs reward incentive for players to use this feature.
So what do you guys think and would you use a system like that for questing?
I disagree with the xp and loot buff. This idea should be about adding more fun to the game. Reading these types of threads over months and months the incentive of a better fight is all most of us want/need.
I suggested foods and potions that would lower stats on characters. Different foods could lower different stats. A slider would work also.
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
I don't want to have to play sub-optimal for a game to be challenging. I want a way to be able to play optimally and to have to use the tools at hand (gear,skills) and still be challenged.
Find a good raid group and run the newer vet HM trials. That is where the challenge intended.
That's really not the point here and this is not about endgame group content.
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
I don't want to have to play sub-optimal for a game to be challenging. I want a way to be able to play optimally and to have to use the tools at hand (gear,skills) and still be challenged.
Find a good raid group and run the newer vet HM trials. That is where the challenge intended.
That's really not the point here and this is not about endgame group content.
Actually, it is very much the point.
Considering how quickly a character levels up it seems pointless to be concerned about the challenge for those few hours of gameplay. That pretty much leaves end game of one fashion or another.
As I already pointed out, pretty much every MMORPG questing is pretty easy and that seems to be a very successful business model. There is clearly something going on that works extremely well with the tiered difficulty model or else we would not find it adopted by pretty much every major MMORPG, or at least most of them. They leave questing to the storyline and that is the focus and offer other content for those interested in a challenge.
Also, as I also pointed out, the idea of using instances is not as easy as suggested earlier. Zos already tried to implement that idea when they were attempting to court the lucrative RP segment of this market. If it was that easy Zos would have already done it.
Considering how quickly a character levels up it seems pointless to be concerned about the challenge for those few hours of gameplay.
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
I don't want to have to play sub-optimal for a game to be challenging. I want a way to be able to play optimally and to have to use the tools at hand (gear,skills) and still be challenged.
Find a good raid group and run the newer vet HM trials. That is where the challenge intended.
That's really not the point here and this is not about endgame group content.
Actually, it is very much the point.
Considering how quickly a character levels up it seems pointless to be concerned about the challenge for those few hours of gameplay. That pretty much leaves end game of one fashion or another.
As I already pointed out, pretty much every MMORPG questing is pretty easy and that seems to be a very successful business model. There is clearly something going on that works extremely well with the tiered difficulty model or else we would not find it adopted by pretty much every major MMORPG, or at least most of them. They leave questing to the storyline and that is the focus and offer other content for those interested in a challenge.
Also, as I also pointed out, the idea of using instances is not as easy as suggested earlier. Zos already tried to implement that idea when they were attempting to court the lucrative RP segment of this market. If it was that easy Zos would have already done it.
The game has hundreds of hours of questing and over world content it's by far the biggest amount of content in the game and with the cp systems it stays relevant for a very long time.
Endgame content is really not what the majority of players does most of the time no matter what you might think so it's actually pretty important to make it as enjoyable as possible for everyone and judging by the huge amount of threads about this there is a big interest in an optional difficulty mode for questing.
I mean i get it some ppl are just interested in challenging endgame content but that's really not the issue here just ignore this thread
However, with this last reply, I will point out that amongst the top players that I have run with over the years I have never heard a single one comment that overland is far too easy. So suggesting that end game content is not what we spend the majority of our time doing is not all that relevant.
Anyhow. good luck with your effort and have a grand day.
First of all, you have a factual error in the title. Not ESO needs a difficulty slider but you need. The game has been around for six years, and it feels fine without it.There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats. Same with healing since healing is really the biggest thing that makes things too easy. They don't really need to touch mobs at all everything would be personal just as it is now for leveling pre cp 160.
You can start with removing your CPs and making level one white gear. It will not greatly change your playstyle but will make the game way more difficult and challenging, just as you wish.
Of course, it will not increase your gold/stuff rewards as it should be. After all, the best reward is pleasure, isn't it?
I don't want to have to play sub-optimal for a game to be challenging. I want a way to be able to play optimally and to have to use the tools at hand (gear,skills) and still be challenged.
Find a good raid group and run the newer vet HM trials. That is where the challenge intended.
That's really not the point here and this is not about endgame group content.
Actually, it is very much the point.
Considering how quickly a character levels up it seems pointless to be concerned about the challenge for those few hours of gameplay. That pretty much leaves end game of one fashion or another.
As I already pointed out, pretty much every MMORPG questing is pretty easy and that seems to be a very successful business model. There is clearly something going on that works extremely well with the tiered difficulty model or else we would not find it adopted by pretty much every major MMORPG, or at least most of them. They leave questing to the storyline and that is the focus and offer other content for those interested in a challenge.
Also, as I also pointed out, the idea of using instances is not as easy as suggested earlier. Zos already tried to implement that idea when they were attempting to court the lucrative RP segment of this market. If it was that easy Zos would have already done it.
However, with this last reply, I will point out that amongst the top players that I have run with over the years I have never heard a single one comment that overland is far too easy. So suggesting that end game content is not what we spend the majority of our time doing is not all that relevant.
Anyhow. good luck with your effort and have a grand day.
The top players are hardcore players like you probably which are only interested in endgame pve/pvp they are very prevalent in forums /reddit and very vocal but they are actually pretty much always just a tiny minority in games.
Yeah, the only way we could have this in some way is a "handicap slider" that simply makes your character fight at a percentage of their full power (Damage/healing output & armor at the very least...) - possibly balanced by getting a higher chance at good drops from enemies?There could be a debuff slider to increase the amount of damage you take and decrease the amount of damage you do and the player stats...
That would be unavoidable for any "voluntary" handicap, and rebalancing everything might be asking a bit too much... but who knows, they might in due time find some way to improve the matter...However, tbh I dont see how could increasing the difficulty be implemented - even if i decreased my stats, with eso being an mmo there would usually be other non - scaled down players around, jumping in the middle of boss/delve/mob fight and tearing everything down in seconds, like we do it now.
Yeah, large scale system redesigns that seem unlikely, that is the best we can hope for.All Zos can really do is offer a means to make one's character weaker.
Pretty much what the Ekds said. There's so much overland content, it's a real shame it's utterly unengaging once you level up. It kind of defeats the point of level scaling. Given zos can apply battle spirit to me in cyrodiil, why couldn't there be a toggle to have a similar debuff overland - say -50% damage, -50% healing but give an xp boost. Doesn't have to be major - say something like 25%. But it might make overland feel rewarding again. I can't think that's too hard to implement?
Darkenarlol wrote: »ah this type of threads...again
and again it is absolutely same:
- easy content is not fun
- no i don't want to unspec CP and wear lv 1 white gear and do not use food - it is not fun
- make the game a liiiittle bit harder thru whatever mechanics and GIVE ME BONUS LOOT
actually that is the point - begging for moar shinies not for some hypothetical "fun"
because again in case "for fun" difficulty - remove CP don't use food and go naked in a fancy outfit
Darkenarlol wrote: »ah this type of threads...again
and again it is absolutely same:
- easy content is not fun
- no i don't want to unspec CP and wear lv 1 white gear and do not use food - it is not fun
- make the game a liiiittle bit harder thru whatever mechanics and GIVE ME BONUS LOOT
actually that is the point - begging for moar shinies not for some hypothetical "fun"
because again in case "for fun" difficulty - remove CP don't use food and go naked in a fancy outfit
Pretty much what the Ekds said. There's so much overland content, it's a real shame it's utterly unengaging once you level up. It kind of defeats the point of level scaling. Given zos can apply battle spirit to me in cyrodiil, why couldn't there be a toggle to have a similar debuff overland - say -50% damage, -50% healing but give an xp boost. Doesn't have to be major - say something like 25%. But it might make overland feel rewarding again. I can't think that's too hard to implement?
It's really not hard to implement. Copypaste Battle Spirit, change the name and give it a new ID, change the application rules so it only applies in overland instances when you're not dueling.
Pretty much what the Ekds said. There's so much overland content, it's a real shame it's utterly unengaging once you level up. It kind of defeats the point of level scaling. Given zos can apply battle spirit to me in cyrodiil, why couldn't there be a toggle to have a similar debuff overland - say -50% damage, -50% healing but give an xp boost. Doesn't have to be major - say something like 25%. But it might make overland feel rewarding again. I can't think that's too hard to implement?
It's really not hard to implement. Copypaste Battle Spirit, change the name and give it a new ID, change the application rules so it only applies in overland instances when you're not dueling.
How much time have you spent coding ESO and studying how something like this will affect server performance? It is so easy to say something is not hard to implement from the comfort of our couches. If it was truly this easy and not going to add to the server load I expect Zos would have already done this.