Individual Difficulty

Jinazai
Jinazai
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I've played the game since day one, at that point there was a lot of complaints that the game was too hard. I could understand their point to some degree with specific monster in open world. The ones i avoided most was Harvesters, to me they were mini-bosses. But what i liked most at that time was that the story-bosses often had some mechanis to them and was bulky enough that you couldnt just ignore it and power through. I've played through the same vanilly quests later on and now they barely get through their evil monologue before they're dead. With all the down tuning and power-creep there is absolutely no challenge what so ever, every monster becomes the same as you wont even have time to notice their differences. Even if the story-mode bosses in the later chapters have been bulkier they are still very much just tank and spank. The risk of dying is zero.

Heck i even walked around with my character with nothing else on but a weapon and i barely noticed any difference.

So i was thinking about if it would be possible to set a personal difficulty to your character. Which could work even in an open-world environment by applying debuffs of different strenghts on yourself, like:

+50% / 100% / 150% More damage taken.
-25% / 50% Less damage delt.

(For me personally i wouldnt mind just having the extra difficulty, but one could reward those that do with a small extra gain of xp for example.)

I dont know how solo content can easily we changed but there you could maybe add some other additionally type of difficulties which wouldnt be possible in an open world. Lke:

* Stronger tier monsters.
* Bigger spawn groups.
* Insane story-mode bosses.

I love the game but i often get bored with it and taking longer breaks before i return. At this point i barely consider the open-world questing a game anymore but an interactive picture book.
If i can endure the inane prattle in chat, I can survive your assuredly erudite eluciations. Proceed.
  • TaSheen
    TaSheen
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    Pinned thread about more difficult overland at the top of the page. That's where they want all stuff like that.
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    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Jinazai
    Jinazai
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    Oh wow, manged to miss that completely even when i searched. And my suggestions already seem to be represented aswell.
    Thanks.
    If i can endure the inane prattle in chat, I can survive your assuredly erudite eluciations. Proceed.
  • TaSheen
    TaSheen
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    I think over the many pages of that thread, and the many months since it started, there's been at least one mention of any possbile way to change overland! It's a very large amount of posts to read; when I first joined this forum last year, it was "only" 100 pages IIRC, and I read the whole thing through. Took me several days, reading some in the morning, and some in the evening.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Dagoth_Rac
    Dagoth_Rac
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    I have never understood how open-world individual difficulty could possibly work. What happens when you have the game on hard mode but someone on easy mode comes along and one-shots everything? Do you still get the XP boost? What will stop people from teaming up so that the person on easy mode does 90% of damage, and mobs die just as fast, but the hard mode player gets bonus XP?

    Even if you remove all bonuses from hard mode, and make it hard just for the sake of being hard, the difficulty is completely dependent on never running into another player. As soon as another player comes along, mobs will drop fast.

    You can create separate instances, where players in hard mode and players in normal mode are separated. But we already had that with "veteran levels" before One Tamriel and they were very unpopular. The introduction of easier overland and One Tamriel was a response to how unpopular harder open world content was. And separating the player base has generally been something ZOS try to avoid.

    I guess they could try it again and see if they can make tweaks that would result in more popularity. But this is going down a path they already tried and that had little success.
  • Jinazai
    Jinazai
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    If someone comes and one-shots everything then that happened and you continue. After ten years of playing that is something that rarely happens. Pretty much everthing dies easily as it is now so it's not unlikely going to mean the opposite in that case. That things overall dies more slowly. If the xp-bonus as a reward would be hard to implement or prone to abuse, then dont add it.

    It comes down to being optional, to gimp yourself for a largely more personalized experience.

    But continued discussion should probably be held in the sticky thread to not anger the forum overlords :P
    If i can endure the inane prattle in chat, I can survive your assuredly erudite eluciations. Proceed.
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