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
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.
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.
Thats the exact issue about it. You want to add difficulty slider, thats fine, but you are already aware that noone will use it unless its worthwile. So you want to link it with additional rewards. This way players will use it, even if they shouldnt because their power is to small. Its very likeley that Devs came to the same conclusion and scraped it for that exact reason.
The problem is that nearly noone wants to play something for its difficulty, they all want to play it to gain something from it. Be it an Achievment, Skin, title or whatever. If you would open up all the vet achievments and drops from dungeons to normal tomorrow nearly noone would run them on vet anymore, because they dont care about the challange and dont want to add the extra time needed.
I personally don't care about about additional rewards and just included it as a small extra for ppl who care (it's an RPG after all). Also ppl just love challenging content these days see the Dark Souls series of games, Nioh and how popular they are or WoW BFA vs Classic leveling content for MMOs just to name a few examples
I personally don't care about about additional rewards and just included it as a small extra for ppl who care (it's an RPG after all). Also ppl just love challenging content these days see the Dark Souls series of games, Nioh and how popular they are or WoW BFA vs Classic leveling content for MMOs just to name a few examples
The best example for a small extra are pledges. Its one of the view things in the game that offer various rewards based on difficulty. There you can see nicely what will happen, because every 7.5k dps dd trys to get them done on vet hm because of the better reward. Your slider would have similar issues. If the bonus is to small ppl will not use it, if its meaningful enought alot of ppl will try to use it.
I know that some ppl like challenges, but mostly in single player games. In multiplayer games it often boilds down to "do i get something i can show off". The games you named cant be used as examples. Dark Souls only has one difficulty and is a single player game. Sure its liked for its difficulty, but you cant choose an easier mode. If it had any ppl would use it and less ppl would play it because there is nothing left to brag for. The 2 oW games are seperate games and there is no choice.
Every mmo i ever played that supported had extra rewards for higher difficulties to create a reason to play them. It is unlikely to work without a meaningful reward and i doubt that the game needs more of these seperations.
I guess by your logic they should just remove the better loot from veteran endgame content as well?
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.
Thats the exact issue about it. You want to add difficulty slider, thats fine, but you are already aware that noone will use it unless its worthwile. So you want to link it with additional rewards. This way players will use it, even if they shouldnt because their power is to small. Its very likeley that Devs came to the same conclusion and scraped it for that exact reason.
The problem is that nearly noone wants to play something for its difficulty, they all want to play it to gain something from it. Be it an Achievment, Skin, title or whatever. If you would open up all the vet achievments and drops from dungeons to normal tomorrow nearly noone would run them on vet anymore, because they dont care about the challange and dont want to add the extra time needed.
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.
Literally everything is already in the game. They have done more with less. I'm also saying this as someone with over a decade of coding experience, and someone who does graphics programming for a living (very different kind of problem solving, but problem solving nonetheless).
The only way they can screw this up is if they do something incredibly stupid, or, knowing the state of ESO's spaghetti code, if the engine throws a fit and, I don't know, causes players to immediately die when they take even a single point of damage? The suggestion itself is not that hard, hardest part would be exposing the setting to the user, everything else is already in the game in some way.
You didn't read the thread. Just jumped to some preconceived conclusions..
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.
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.
Literally everything is already in the game. They have done more with less. I'm also saying this as someone with over a decade of coding experience, and someone who does graphics programming for a living (very different kind of problem solving, but problem solving nonetheless).
The only way they can screw this up is if they do something incredibly stupid, or, knowing the state of ESO's spaghetti code, if the engine throws a fit and, I don't know, causes players to immediately die when they take even a single point of damage? The suggestion itself is not that hard, hardest part would be exposing the setting to the user, everything else is already in the game in some way.
The simple fact is not everything is in the game. Battle spirit is not a toggle when in a PvP zone and we do not know how much load it would add to the servers adding such a toggle to the game because the server would be forced to check a player's status constantly and do different calculations. On top of that, they would then have to determine if an attack is against an NPC or a player while in a duel. So my comments are very apropos.
You didn't read the thread. Just jumped to some preconceived conclusions..
The OP had this in his post: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, the person who you replied to, saw this in the OP's post. You might want to read the OP's post before jumping down his throat, eh?
The OP is *exactly* what the one guy was talking about. "it's too easy. Make it harder. Oh, and give us a buff and loot, too!!"
Yeah, it was in there.
Just because *you* didn't put that in yours doesn't mean it wasn't in the thread. It was there, right at the top.
If you want challenge for the sake of challenge, that's fine, but most requests are like the OP's...
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.
Literally everything is already in the game. They have done more with less. I'm also saying this as someone with over a decade of coding experience, and someone who does graphics programming for a living (very different kind of problem solving, but problem solving nonetheless).
The only way they can screw this up is if they do something incredibly stupid, or, knowing the state of ESO's spaghetti code, if the engine throws a fit and, I don't know, causes players to immediately die when they take even a single point of damage? The suggestion itself is not that hard, hardest part would be exposing the setting to the user, everything else is already in the game in some way.
The simple fact is not everything is in the game. Battle spirit is not a toggle when in a PvP zone and we do not know how much load it would add to the servers adding such a toggle to the game because the server would be forced to check a player's status constantly and do different calculations. On top of that, they would then have to determine if an attack is against an NPC or a player while in a duel. So my comments are very apropos.
The game allrdy does this all of this scaling for every player pre 160 cp and this is really simple stuff it doesn't matter.
It was just a proposal and i don't care about rewards at all as i allrdy said numerous times here, seriously we had this discussion a few times in this thread alrdy pls read back instead of repeating this nonsense
It was just a proposal and i don't care about rewards at all as i allrdy said numerous times here, seriously we had this discussion a few times in this thread alrdy pls read back instead of repeating this nonsense
If you "don't care about the rewards at all" then why add the line about an XP buff/loot?
Backpedaling furiously now, are you? It's right there in your original post. Make up your mind.
It was just a proposal and i don't care about rewards at all as i allrdy said numerous times here, seriously we had this discussion a few times in this thread alrdy pls read back instead of repeating this nonsense
If you "don't care about the rewards at all" then why add the line about an XP buff/loot?
Backpedaling furiously now, are you? It's right there in your original post. Make up your mind.
As i said there is nothing wrong with risk vs reward if you think otherwise we might as well just remove every bit of challenging content from the game and make all the rewards the same because that's exactly what you are advocating for.
TequilaFire wrote: »Can anyone list a multiplayer online game that has a difficulty slider?
It would create conflicts where Johnny on easy setting got his drops but Sally did it on hard.
How is that fair?
I personally don't care about about additional rewards and just included it as a small extra for ppl who care (it's an RPG after all). Also ppl just love challenging content these days see the Dark Souls series of games, Nioh and how popular they are or WoW BFA vs Classic leveling content for MMOs just to name a few examples
The best example for a small extra are pledges. Its one of the view things in the game that offer various rewards based on difficulty. There you can see nicely what will happen, because every 7.5k dps dd trys to get them done on vet hm because of the better reward. Your slider would have similar issues. If the bonus is to small ppl will not use it, if its meaningful enought alot of ppl will try to use it.
I know that some ppl like challenges, but mostly in single player games. In multiplayer games it often boilds down to "do i get something i can show off". The games you named cant be used as examples. Dark Souls only has one difficulty and is a single player game. Sure its liked for its difficulty, but you cant choose an easier mode. If it had any ppl would use it and less ppl would play it because there is nothing left to brag for. The 2 oW games are seperate games and there is no choice.
Every mmo i ever played that supported had extra rewards for higher difficulties to create a reason to play them. It is unlikely to work without a meaningful reward and i doubt that the game needs more of these seperations.
You didn't read the thread. Just jumped to some preconceived conclusions..
The OP had this in his post: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, the person who you replied to, saw this in the OP's post. You might want to read the OP's post before jumping down his throat, eh?
The OP is *exactly* what the one guy was talking about. "it's too easy. Make it harder. Oh, and give us a buff and loot, too!!"
Yeah, it was in there.
Just because *you* didn't put that in yours doesn't mean it wasn't in the thread. It was there, right at the top.
If you want challenge for the sake of challenge, that's fine, but most requests are like the OP's...
The thing is even you admit some players would take advantage of the more difficult settings even with no rewards. I know I would when I am out doing quests. As it would be opt in why does it matter how many participate? More players would have another reason to keep playing the game and that would be a good thing. If it were difficult to put into the game then maybe not worth the effort and there are things I think should get a higher priority. If it is as simple as adding a food that reduces stats (poisons do that a bit already) then why not? Players that don't want the added difficulty wouldn't have to touch it.
The thing is even you admit some players would take advantage of the more difficult settings even with no rewards. I know I would when I am out doing quests. As it would be opt in why does it matter how many participate? More players would have another reason to keep playing the game and that would be a good thing. If it were difficult to put into the game then maybe not worth the effort and there are things I think should get a higher priority. If it is as simple as adding a food that reduces stats (poisons do that a bit already) then why not? Players that don't want the added difficulty wouldn't have to touch it.
The answer to that is return on investment; i.e. would enough players opt in w/o extra rewards to be worth paying the setup costs?
I have no idea, but ZOS probably knows what threshold it would take.
New players seeing Vets come in and destroy enemies is more like a goal, you want to get as powerful as they are.
Putting a handicap on yourself results in new players being able to destroy things better than Vets which would not make sense as incentive or even a mechanic for a group.
You would be making yourself less useful to a group or to your peers in that instance - doing less damage and taking more damage in comparison to your novice teammates.
That would just suck.
If it was a harder instance where you and a couple friends worked together because the circumstances you all chose were difficult then I think that would be more attractive.
Also considering the harder content ZOS has made I’m sure they could make the mobs more mechanically interesting
TequilaFire wrote: »Can anyone list a multiplayer online game that has a difficulty slider?
It would create conflicts where Johnny on easy setting got his drops but Sally did it on hard.
How is that fair?
TequilaFire wrote: »Can anyone list a multiplayer online game that has a difficulty slider?
It would create conflicts where Johnny on easy setting got his drops but Sally did it on hard.
How is that fair?
that's why they would have to separate instances
TequilaFire wrote: »TequilaFire wrote: »Can anyone list a multiplayer online game that has a difficulty slider?
It would create conflicts where Johnny on easy setting got his drops but Sally did it on hard.
How is that fair?
that's why they would have to separate instances
And why these sliders don't exist in multiplayer online games, the amount of servers in the farm would need to be greatly increased.
You can for individual quests, but it would be very costly to have multiple overland instances.
TequilaFire wrote: »TequilaFire wrote: »Can anyone list a multiplayer online game that has a difficulty slider?
It would create conflicts where Johnny on easy setting got his drops but Sally did it on hard.
How is that fair?
that's why they would have to separate instances
And why these sliders don't exist in multiplayer online games, the amount of servers in the farm would need to be greatly increased.
You can for individual quests, but it would be very costly to have multiple overland instances.
Like we already have with very populated zones? How many times you found to be in different instance of the same zone with a friend of you? For me it's very very often.
In general it comes to fear of people that with greater difficulty there will be greater reward, and they feel it would be obligatory for them to play in harder difficulty. That's the whole point of this discussion. One side wants more challenge, other side afriads they will be forced to leave their comfort zone. For me just the fact I am able to manage with harder environment is enough of a reward.
xXMeowMeowXx wrote: »The forums really need to take all these threads and put them in one thread, Cx....