We're probably over-thinking this. If Subclassing is a reference point, we should expect some rudimentary technical implementation. Probably a player-side debuff slider and some linear modifier on loot quantity. And then any fallout in terms of griefing or exploitation will be under the heading "if it becomes a problem, then perhaps we may deal with it at some point in the future".
ESO_player123 wrote: »Elderpatriot wrote: »As far i am aware of the current plans and situation:
- there are a lot of people who like to see more challenging Overland-PVE
- there are a lot of people who do not want to see any changes
- Zenimax is afraid of change, because they might lose people that prefer to see no changes at all
This leads to the approach: Zenimax does not want to seperate players, but considers to bring an individual difficulty option - so all users keep playing in the same world on the same layer & server side by side.
This will of course lead to problematic & immersion breaking situations:
A Hard-Difficulty-Player fights a Troll-Veteran and a Easy-Difficulty-Player comes along and joins the fight. All of the sudden the dangerous foe dies off in seconds and that ruins the experience of a harder difficulty in the first place. This will happen a lot, when players with different difficulty share the same playground. So we have a problem here, that needs to be adressed.
************** so what to do against the likely risk, that Easies and Hardies will disturb each other?***********
1. All players share the same stats, the increased difficulty comes only from increased attributes of the enemies (this makes balance easier). Note: I am not talking about AI-behaviour and other things, this is another topic, but could also be a part of this.
2. An enemy gets tagged by the player's difficulty on first combat contact. A hard enemy will become tagged "hard", because he got striked first by a Hard-Player. It should work the same way for Easy-Players, that will tag enemies easy on initial PVE-contact.
3. Hard and Easy-Players can not interact with combat situations of different difficutly than their own by default. Such targets become non interactable / invulnerable. That way people can not grief and disturb willingly or accidently each others experience.
4. If you however wish to interact with all players no matter their individual difficulty preferences, you will be set to the same difficulty level for that specific fight on an already tagged enemy. This could be an optional ingamesetting in the menu, that is turned off by default. So if an Easy-Player joins an already ongoing fight of a Hard-Player, he will have to face the increased attributes/behaviour settings aswell for that encounter.
5. Just in Case Zenimax has any idea of rewarding players of higher difficulty for their struggles with special goodies/increased drops, you could also distribute the rewards by the tag-filter. So intentional abuse by tagging a foe as easy by a friendly player and than killing it as hard player to get the best loot from easy encounters would not work.
So you have the choice, interact with all players in the world anytime (which keeps the community togegher), but be ready to face harder resistence whenever you choose to support a hardplayer in combat....or let it be and ignore them, avoiding accidental interaction with the optional ingamesetting to prevent joined encounters and just do your thing on your own level and pace.
What do you think about that?
I do not think that tagging is a way to go. Couple of scenarios:
1. An Easie can tag a lot of trash mobs because they are, well, easy. That will not be the case for a Hardie. So, Hardie will hardly get any mobs to fight.
2. A Hardie tags a boss and fights it for 5 min. Should the Easies stand back and wait until the Hardie is finished (no, they do not feel like upgrading their status to a Hardie)? Not a good situation because the bosses are supposed to be fought by players together.
Edit: At this point I feel that creating separate instances for different difficulty options would have been a better choice.
Elderpatriot wrote: »Separate players and be done with it would simply solve everything...
SilverBride wrote: »Elderpatriot wrote: »Separate players and be done with it would simply solve everything...
Then it would be just as bad as it was before One Tamriel. Back then players could only play with characters in their alliance, which wouldn't be a factor now but separating by difficulty would be just as restricting.
ESO_player123 wrote: »SilverBride wrote: »Elderpatriot wrote: »Separate players and be done with it would simply solve everything...
Then it would be just as bad as it was before One Tamriel. Back then players could only play with characters in their alliance, which wouldn't be a factor now but separating by difficulty would be just as restricting.
As far as I understand, pre One Tamriel the players did not have a choice and had to stay with their alliance. Here, they would have a choice and be able to jump between the modes if they want to play with friends on another difficulty. So, not quite the same situation.
Some granularity in difficulty settings is needed to make the feature worth implementing. If it relies on splitting the player base the result would be empty zones, so that's just a no-go.
This is an issue now with capped players insta-killing bosses that are difficult for leveling players. It is also an issue of players using dungeon gear in overland to clear the field or dungeon when other leveling players are already there. Nothing is done about this now, why should anything be done when the roles are reversed?Elderpatriot wrote: »As far i am aware of the current plans and situation:
- there are a lot of people who like to see more challenging Overland-PVE
- there are a lot of people who do not want to see any changes
- Zenimax is afraid of change, because they might lose people that prefer to see no changes at all
This leads to the approach: Zenimax does not want to seperate players, but considers to bring an individual difficulty option - so all users keep playing in the same world on the same layer & server side by side.
This will of course lead to problematic & immersion breaking situations:
A Hard-Difficulty-Player fights a Troll-Veteran and a Easy-Difficulty-Player comes along and joins the fight. All of the sudden the dangerous foe dies off in seconds and that ruins the experience of a harder difficulty in the first place. This will happen a lot, when players with different difficulty share the same playground. So we have a problem here, that needs to be adressed.
************** so what to do against the likely risk, that Easies and Hardies will disturb each other?***********
1. All players share the same stats, the increased difficulty comes only from increased attributes of the enemies (this makes balance easier). Note: I am not talking about AI-behaviour and other things, this is another topic, but could also be a part of this.
2. An enemy gets tagged by the player's difficulty on first combat contact. A hard enemy will become tagged "hard", because he got striked first by a Hard-Player. It should work the same way for Easy-Players, that will tag enemies easy on initial PVE-contact.
3. Hard and Easy-Players can not interact with combat situations of different difficutly than their own by default. Such targets become non interactable / invulnerable. That way people can not grief and disturb willingly or accidently each others experience.
4. If you however wish to interact with all players no matter their individual difficulty preferences, you will be set to the same difficulty level for that specific fight on an already tagged enemy. This could be an optional ingamesetting in the menu, that is turned off by default. So if an Easy-Player joins an already ongoing fight of a Hard-Player, he will have to face the increased attributes/behaviour settings aswell for that encounter.
5. Just in Case Zenimax has any idea of rewarding players of higher difficulty for their struggles with special goodies/increased drops, you could also distribute the rewards by the tag-filter. So intentional abuse by tagging a foe as easy by a friendly player and than killing it as hard player to get the best loot from easy encounters would not work.
So you have the choice, interact with all players in the world anytime (which keeps the community togegher), but be ready to face harder resistence whenever you choose to support a hardplayer in combat....or let it be and ignore them, avoiding accidental interaction with the optional ingamesetting to prevent joined encounters and just do your thing on your own level and pace.
What do you think about that?
TwiceBornStar wrote: »I still think every zone should have at least a few purple Bantham Guars running around which will randomly explode and insta-kill everything within a 100 meter radius superdead. When you're lucky enough to get yourself killed by one, you'll appear as a Wobbling Cheesewheel for about ten minutes at the nearest Wayshrine, but you'll explode as soon as you're near another player. That player will then turn into a purple Bantham Guar and explode randomly. Could happen in the next 10 seconds. Could take 30 minutes.
As a Wobbling Cheesewheel, your light attacks will do 1 damage, and your heavy attacks will restore 10K stamina, but your stamina will be reduced to 10, unless you're sprinting. Sprinting gives you unlimited stamina. Go blow up somewhere and be quick about it!
Sheogorath has nothing on me.
But in all seriousness, I'd love to see a more challenging overland. Maybe allow us to travel to a ''Veteran'' instance of the same zone?
Apollosipod wrote: »First of all, I'm all about your idea. 10/10. No notes and I will subscribe to your newsletter.
Secondly, this would be a lot of fun for a werewolf. You get bitten, become a wandering behemoth WB for ten minutes, and while the player base is trying to bring you down you still have control over your social menu. Imagine fighting s giant, uncontrollably violent werewolf behemoth who is an active player that can only shout, "I'm sorry! I'm sorry! I don't want this!"
I would like to see a special chat window for event chatter. Trying to communicate on zone where the witch event is grouping is a waste of time.
It would be better if the grouping crowd used say rather than zone, but they became rude and abusive when I suggested it.
(ESO players are very disrespectful toward other players and not just in the fora)
Events which push group play result in my not wanting to play this game more. I quit playing this day without even looking at the endeavor quest goals.
Seems the overland and the zone chat have been taken over by ill-tempered souls. Wish there was something ZOS could do to see an end to the hate & hoard attitudes.
I really want to enjoy the game again.
Maybe if we be rid of the economy part. We don't need player sales in this game.
We don't need player sales in this game.
colossalvoids wrote: »
SilverBride wrote: »Having an economy and selling items to make gold is vital for me to be able to afford to buy houses and the crafting materials that are needed for furnishings, which is something I enjoy.
I do NOT farm resource nodes EVER. Nothing I am doing hurts anyone.
I also enjoy questing and the story and complete every quest in every zone on all my characters, so none of those things have run me off, or even affected me negatively.
As far as dungeons, I am not sure how a dungeon would be empty when entered unless it's a public dungeon or delve that is being referred to. Players have a right to do what they need to do in order to get leads for items they need. That isn't a player made situation.
colossalvoids wrote: »
I understand. EVE Online is built around economy and people play that game. I disagree that it is a huge part of the game. I ignore it completely and still have access to all the game features which makes it feel more like a side hustle.
Our opinions of the value aside, I could not think of another way to see and end to the hate & hoard behavior. The bad behavior makes every game day feel like black Friday.
- I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
- Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
- Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.
As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because to many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave.
So none of my issues ran you off, good for you. I am talking about my experience.
Maybe if we be rid of the economy part. We don't need player sales in this game.
colossalvoids wrote: »
I understand. EVE Online is built around economy and people play that game. I disagree that it is a huge part of the game. I ignore it completely and still have access to all the game features which makes it feel more like a side hustle.
Our opinions of the value aside, I could not think of another way to see and end to the hate & hoard behavior. The bad behavior makes every game day feel like black Friday.
- I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
- Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
- Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.
As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because to many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave.
SilverBride wrote: »Having an economy and selling items to make gold is vital for me to be able to afford to buy houses and the crafting materials that are needed for furnishings, which is something I enjoy.
I do NOT farm resource nodes EVER. Nothing I am doing hurts anyone.
I also enjoy questing and the story and complete every quest in every zone on all my characters, so none of those things have run me off, or even affected me negatively.
As far as dungeons, I am not sure how a dungeon would be empty when entered unless it's a public dungeon or delve that is being referred to. Players have a right to do what they need to do in order to get leads for items they need. That isn't a player made situation.
It was a delve.
I mentioned this: "Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm."
So none of my issues ran you off, good for you. I am talking about my experience.
colossalvoids wrote: »
I understand. EVE Online is built around economy and people play that game. I disagree that it is a huge part of the game. I ignore it completely and still have access to all the game features which makes it feel more like a side hustle.
Our opinions of the value aside, I could not think of another way to see and end to the hate & hoard behavior. The bad behavior makes every game day feel like black Friday.
- I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
- Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
- Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.
As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because to many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave.
Farming is a normal part/activity for any MMORPG, there's nothing wrong with it.
Starter isles or zones in case of Bal Foyen have a lot of resources in a relatively small area, so naturally people looking for resources are drawn to them. I also go quite often to Bal Foyen and spend 30 - 60 minutes on farming ore, herbs and wood before moving on to other things.
Of course I have the luxury to be able able to that when there aren't too many people around, so I don't really affect anyone with it. If I run into other players farming at that time, I either leave and do something else or log out.
The public dungeon/delve problem exists unfortunately due to the events currently going on. Nothing you can do about that, except for waiting for the events to end.
Final point: Without the economy I'd be long gone since I wouldn't be able to acquire many of the motif/style pages that I want. I don't group, I can't solo most dungeons and I certainly can't solo any DLC world bosses. So I actually depend on players selling certain motif pages.
And yes, I've spent a lot of gold on these pages.
"Players can still trade and sell items via chat.
". . . I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm."colossalvoids wrote: »
I understand. EVE Online is built around economy and people play that game. I disagree that it is a huge part of the game. I ignore it completely and still have access to all the game features which makes it feel more like a side hustle.
Our opinions of the value aside, I could not think of another way to see and end to the hate & hoard behavior. The bad behavior makes every game day feel like black Friday.
- I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
- Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
- Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.
As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because to many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave.
Farming is a normal part/activity for any MMORPG, there's nothing wrong with it.
Starter isles or zones in case of Bal Foyen have a lot of resources in a relatively small area, so naturally people looking for resources are drawn to them. I also go quite often to Bal Foyen and spend 30 - 60 minutes on farming ore, herbs and wood before moving on to other things.
Of course I have the luxury to be able able to that when there aren't too many people around, so I don't really affect anyone with it. If I run into other players farming at that time, I either leave and do something else or log out.
The public dungeon/delve problem exists unfortunately due to the events currently going on. Nothing you can do about that, except for waiting for the events to end.
Final point: Without the economy I'd be long gone since I wouldn't be able to acquire many of the motif/style pages that I want. I don't group, I can't solo most dungeons and I certainly can't solo any DLC world bosses. So I actually depend on players selling certain motif pages.
And yes, I've spent a lot of gold on these pages.
Players can still trade and sell items via chat.