SilverBride wrote: »The point being given for the past 4 years was immersion and that there should be danger from overland mobs. If players are switching back to normal difficulty that is defeating the whole purpose. And if they are switching back and forth unrestricted for better rewards or for easy farming, that is manipulating the system.
Others may not agree, but this is how I see it, and I hope they are taking things like this into consideration.
SilverBride wrote: »SilverBride wrote: »
Again, what this does is hobble the player and restricts buildcraft, which shouldn't be necessary and isn't fun for a lot of people. It's not what we're looking for, or we wouldn't be here discussing this. We'd be doing that ourselves or using the mod you just posted.
I never said I thought it was a good idea. I just found it interesting.
But it does make me wonder if something similar to this is what is being planned. Especially since the players aren't going to be separated. If we are all in the same world then I suspect that it's the player that will be changed.
SilverBride wrote: »Difficulty choices aren't just for Vets. I am a Vet player and I prefer an easy laid back questing experience, as do some other Vets, so I will not be increasing my difficulty. While others players may prefer difficulty from the start, and may choose more difficulty even for their new characters. It's a personal preference.
Exactly, and THIS is why it’s more inclusive. I paid for the game you too! I want to enjoy solo stories and be immersed by them and feel the stakes and the challenge! I want more challenge. I hate grouping up. Having that option gives me access to that without taking anything away from you.
twisttop138 wrote: »SilverBride wrote: »The point being given for the past 4 years was immersion and that there should be danger from overland mobs. If players are switching back to normal difficulty that is defeating the whole purpose. And if they are switching back and forth unrestricted for better rewards or for easy farming, that is manipulating the system.
Others may not agree, but this is how I see it, and I hope they are taking things like this into consideration.
No dear, that was not the point given. There were many and varied points given. Multitudes of people want different things for different reasons. Who are you to say what people want it for or dictate? It's frankly none of your business if I want to have harder quest boss and 5 seconds later go do an easy survey and then immediately after that do a hard quest. All through this thread you speak as if you're in some kind of control. Please stop pretending like you have the sum of all answers and know the reason people want things. You don't.
How does this include 'me?'
spartaxoxo wrote: »
spartaxoxo wrote: »
Wait a moment, please, you are telling me what I enjoy now?
By "people who were previously excluded" are you meaning people like myself that are excluded from Group activities because we don't group?
spartaxoxo wrote: »spartaxoxo wrote: »
Wait a moment, please, you are telling me what I enjoy now?
By "people who were previously excluded" are you meaning people like myself that are excluded from Group activities because we don't group?
No. I just figured you liked solo stuff since you said you played it and didn't like group content. If you don't like questing either, my apologies. Maybe a post explaining why you don't like the current difficulty level would help you get what you want. Whatever they implement will have multiple difficulty levels, after all.
Story mode for dungeons is an upcoming feature, as I already stated, so no.
This is about offering more quest difficulty levels. They are already balanced for solo casual play.
My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities.
spartaxoxo wrote: »spartaxoxo wrote: »
Wait a moment, please, you are telling me what I enjoy now?
By "people who were previously excluded" are you meaning people like myself that are excluded from Group activities because we don't group?
No. I just figured you liked solo stuff since you said you played it and didn't like group content. If you don't like questing either, my apologies. Maybe a post explaining why you don't like the current difficulty level would help you get what you want. Whatever they implement will have multiple difficulty levels, after all.
Story mode for dungeons is an upcoming feature, as I already stated, so no.
This is about offering more quest difficulty levels. They are already balanced for solo casual play.
I do nearly all of overland content. This includes WBs and Dark Anchors. There are some incursions I do not do because they take too long to complete.
My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities. (Many here say it doesn't happen, but it does, and it is a problem that needs addressing.) I do not complete group dungeons because the mechanics make it impossible to do without a tank or a partner. I love PvP but avoid it because I think the balance is broken and those that frequent the PvP games are not pleasant to play with or against. So . . . my contest is not about me preferring solo content.
I have a friend who played group overland with me sometimes. He is playing another game right now. He said there was no point in going into dungeons or tying to do anchor when there was such a crowd that the mobs and bosses disappear before one gets to fight. (He was trying to complete Alik'r map.) It is a problem and it will not be resolve if those wanting a challenging overland can occupy both spaces with dual difficulties. I could likely get my friend to join me if I ask politely, but he is not likely to continue to pay for the sub to do that, so we will be confined to the base areas.
I just wanted to enjoy the game without having the boss kills, resources, quest mobs swept away from me, which leaves me waiting more than playing. Posters seem to believe that my wanting that takes away from them. They can have everything in overland at one level, why do they need everything at two levels? If they want questing and resources to be easy but bosses to be challenging, then it sounds very much like they do not want a more challenging overland at all.
spartaxoxo wrote: »My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities.
It does though, at least for some people. You're arguing against something that helps resolve your issue.
I like to quest and want to be able to enjoy the quests in this game. When I quest, I have no meaningful choice but to quickly kill everything around me. I don't want to kill mobs that quickly. And you have communicated that you don't want me to kill mobs that quickly. Allowing me to take more damage from mobs and deal less damage to mobs will stop me from killing mobs so quickly. I want a system that lets me go from a high powered player to a player that is being challenged. That way I can enjoy the same exact experience as the lower power player.
Not wanting to encourage vet players to use such a system is arguing against allowing vet players to lower their power level.
spartaxoxo wrote: »spartaxoxo wrote: »
Wait a moment, please, you are telling me what I enjoy now?
By "people who were previously excluded" are you meaning people like myself that are excluded from Group activities because we don't group?
No. I just figured you liked solo stuff since you said you played it and didn't like group content. If you don't like questing either, my apologies. Maybe a post explaining why you don't like the current difficulty level would help you get what you want. Whatever they implement will have multiple difficulty levels, after all.
Story mode for dungeons is an upcoming feature, as I already stated, so no.
This is about offering more quest difficulty levels. They are already balanced for solo casual play.
I do nearly all of overland content. This includes WBs and Dark Anchors. There are some incursions I do not do because they take too long to complete.
My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities. (Many here say it doesn't happen, but it does, and it is a problem that needs addressing.) I do not complete group dungeons because the mechanics make it impossible to do without a tank or a partner. I love PvP but avoid it because I think the balance is broken and those that frequent the PvP games are not pleasant to play with or against. So . . . my contest is not about me preferring solo content.
I have a friend who played group overland with me sometimes. He is playing another game right now. He said there was no point in going into dungeons or tying to do anchor when there was such a crowd that the mobs and bosses disappear before one gets to fight. (He was trying to complete Alik'r map.) It is a problem and it will not be resolve if those wanting a challenging overland can occupy both spaces with dual difficulties. I could likely get my friend to join me if I ask politely, but he is not likely to continue to pay for the sub to do that, so we will be confined to the base areas.
I just wanted to enjoy the game without having the boss kills, resources, quest mobs swept away from me, which leaves me waiting more than playing. Posters seem to believe that my wanting that takes away from them. They can have everything in overland at one level, why do they need everything at two levels? If they want questing and resources to be easy but bosses to be challenging, then it sounds very much like they do not want a more challenging overland at all.
And I want to enjoy the game by feeling challenged when soloing and exploring quests. As I’ve said previously, I want to feel the stakes, fail and die, and fail again until I win!
I’m a relatively high leveled player of 1900 CP who sometimes farm in low level areas. Now, am I doing it on purpose to get someone to quit??? No. It’s not personal and I don’t even know you. Don’t blame me that ZOS puts Mythic leads in certain beginner zones!
This goes both ways. Just like your friend, there have been many people who quit due to Overland being too easy and ultimately unfulfilling. I personally know a few friends who tried ESO but quit because everything just feels flat.
This option won’t please everyone 100% because at the end of the day, it’s an MMO and it’s physically impossible to make everyone happy. There’s always gonna be give and takes, compromises. Having an optional Overland difficulty scaling adds more than takes away.
spartaxoxo wrote: »The purpose of the difficulty toggle is to make questing more immersive to many players. They shouldn't be punished while doing unrelated activities. Rada al-Saran does 20% more damage and also slows down your crafting surveys does not make sense.
Player A getting a node first because they got there before Player B is fair, regardless if Player A is a stronger player.
All such a punishment would do is discourage people from ruining their game by turning it on and give an unfair advantage to player b against those who use it anyway.
ETA 2
Also, as someone who is not disabled but is not picture perfect health, I have good and bad days. Some days I am up to the challenge and some days I'm not. Not only would not being able to turn it off be unfair to vet players. It would also be extremely unfair to players with chronic illnesses or disabilities.
spartaxoxo wrote: »The purpose of the difficulty toggle is to make questing more immersive to many players. They shouldn't be punished while doing unrelated activities. Rada al-Saran does 20% more damage and also slows down your crafting surveys does not make sense.
Player A getting a node first because they got there before Player B is fair, regardless if Player A is a stronger player.
All such a punishment would do is discourage people from ruining their game by turning it on and give an unfair advantage to player b against those who use it anyway.
ETA 2
Also, as someone who is not disabled but is not picture perfect health, I have good and bad days. Some days I am up to the challenge and some days I'm not. Not only would not being able to turn it off be unfair to vet players. It would also be extremely unfair to players with chronic illnesses or disabilities.
We are back to why do we need a more difficult overland if those players only want bosses to be challenging?
spartaxoxo wrote: »My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities.
It does though, at least for some people. You're arguing against something that helps resolve your issue.
I like to quest and want to be able to enjoy the quests in this game. When I quest, I have no meaningful choice but to quickly kill everything around me. I don't want to kill mobs that quickly. And you have communicated that you don't want me to kill mobs that quickly. Allowing me to take more damage from mobs and deal less damage to mobs will stop me from killing mobs so quickly. I want a system that lets me go from a high powered player to a player that is being challenged. That way I can enjoy the same exact experience as the lower power player.
Not wanting to encourage vet players to use such a system is arguing against allowing vet players to lower their power level.
I am not arguing that part of the layer. What I don't want is for that layer to be on a toggle where those that do kill everything because the can will return to the base level to do just that in order to get resources whether is is a simple rune or leads. I think if a player chooses more challenging overland, they should stay there for a period rather than shift back and forth in second or even minutes. I have trouble understanding why they would want more challenging overland and want to return to base for easy farming too.
Put it on a cool down. Make it account wide and have options like the delete options. Require tokens which can be earned or purchased for gold or crown.
BagOfBadgers wrote: »spartaxoxo wrote: »My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities.
It does though, at least for some people. You're arguing against something that helps resolve your issue.
I like to quest and want to be able to enjoy the quests in this game. When I quest, I have no meaningful choice but to quickly kill everything around me. I don't want to kill mobs that quickly. And you have communicated that you don't want me to kill mobs that quickly. Allowing me to take more damage from mobs and deal less damage to mobs will stop me from killing mobs so quickly. I want a system that lets me go from a high powered player to a player that is being challenged. That way I can enjoy the same exact experience as the lower power player.
Not wanting to encourage vet players to use such a system is arguing against allowing vet players to lower their power level.
I am not arguing that part of the layer. What I don't want is for that layer to be on a toggle where those that do kill everything because the can will return to the base level to do just that in order to get resources whether is is a simple rune or leads. I think if a player chooses more challenging overland, they should stay there for a period rather than shift back and forth in second or even minutes. I have trouble understanding why they would want more challenging overland and want to return to base for easy farming too.
Put it on a cool down. Make it account wide and have options like the delete options. Require tokens which can be earned or purchased for gold or crown.
So, as someone who can enjoy vet at times but other time not, you are suggesting I should be made to pay because of my disabilities, yes? Do you see how that could be seen as discriminating? It's OK, I'm used to it RL unfortunately.
I'm not saying that you are purposely making your opinion to do that but it would be unfair.
As much as you are suggesting that skilled/high CP/Vet players behave like Seagulls, you know, make lots of noise, nick all the shines (kills/resources/fun), poop on you then naff off, it's only a small minority that do. Low levels often get a few strikes on a DL World Boss/Dragon/Harowstorm I'm soloing and do I get miffed that they got an easy tag and kill, um, NO. Have they spoiled my fun no, have they earned the kill no, do I care that they got a reward for something they put little to no effort into, NO! I and others jump in and help zone request, YES because it's an MMO and players help players.
I hope this all makes sense. I just want everyone to FUN!
spartaxoxo wrote: »spartaxoxo wrote: »The purpose of the difficulty toggle is to make questing more immersive to many players. They shouldn't be punished while doing unrelated activities. Rada al-Saran does 20% more damage and also slows down your crafting surveys does not make sense.
Player A getting a node first because they got there before Player B is fair, regardless if Player A is a stronger player.
All such a punishment would do is discourage people from ruining their game by turning it on and give an unfair advantage to player b against those who use it anyway.
ETA 2
Also, as someone who is not disabled but is not picture perfect health, I have good and bad days. Some days I am up to the challenge and some days I'm not. Not only would not being able to turn it off be unfair to vet players. It would also be extremely unfair to players with chronic illnesses or disabilities.
We are back to why do we need a more difficult overland if those players only want bosses to be challenging?
Quests aren't solely in instances. The big ones are but there's plenty of side quests in overland and the only way to get a satisfying story from those is through overland difficulty options.
If you know some other way to offer optional quest difficulty, I'm all ears.
BagOfBadgers wrote: »@shadoza Please don't shirk from what you wrote. Did you not type "Put it on a cool down. Make it account wide and have options like the delete options. Require tokens which can be earned or purchased for gold or crown." That cost, that you suggested would cost me for being me, eg disabled. Nothing more, nothing less, is that fair?
You also said "My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities. (Many here say it doesn't happen, but it does, and it is a problem that needs addressing.) I do not complete group dungeons because the mechanics make it impossible to do without a tank or a partner. I love PvP but avoid it because I think the balance is broken and those that frequent the PvP games are not pleasant to play with or against. So . . . my contest is not about me preferring solo content." So saying again that "highly-powered players interfering"
Do you not think that this goes both ways. I get affected the same by pugs of ALL LEVELS. I have to wait on boss, mob, or resource to respawn, the same as you and others before I can move on with my game play too. Just because I can kill quickly or solo stuff, doesn't reduce the spawn times, I still have to wait for a respawn if it's been killed by a low level/newbe!
I'm not projecting, I'm trying to giving you an others an understanding that a players skill and ability can change at any time, through no fault of their making. I can't change you thought patterns, only you can.
Yes there are players that don't see others, much like real life, yes. How many? I don't know, I would not like to estimate a %. ESO is an MMO, so you are going to get all types of players, skill and ability crossing your path, for good and bad.
I never thought I would see reverse gatekeeping, yet here we are........
SilverBride wrote: »I understood that a difficulty option would make a more difficult overland experience overall because they announced it as "an increase to general overland difficulty". To me that includes everything we do in overland, such as questing, world bosses, zone events, completing some endeavors and even gathering surveys because of the mobs we will encounter along the way.
twisttop138 wrote: »SilverBride wrote: »The point being given for the past 4 years was immersion and that there should be danger from overland mobs. If players are switching back to normal difficulty that is defeating the whole purpose. And if they are switching back and forth unrestricted for better rewards or for easy farming, that is manipulating the system.
Others may not agree, but this is how I see it, and I hope they are taking things like this into consideration.
No dear, that was not the point given. There were many and varied points given. Multitudes of people want different things for different reasons. Who are you to say what people want it for or dictate? It's frankly none of your business if I want to have harder quest boss and 5 seconds later go do an easy survey and then immediately after that do a hard quest. All through this thread you speak as if you're in some kind of control. Please stop pretending like you have the sum of all answers and know the reason people want things. You don't.