This gives me the impression it needs more time to bake. It sounds like there's dependencies on other systems, like Tomes and whatever, and that scope needs to be fleshed out. I get the excitement about getting it in front of people, I just worry it'll be DOA when it otherwise could see wider participation with more attractive and integrated rewards.Rewards: Initially you will most likely see the layered approach to rewards in the form of Golden Pursuits and interaction with the Tome system. From there we will see how best we can expand in that regard.
- Exploitation: This is indeed a key area of focus for us and one of the reasons the rewards start with XP and Gold. At our core, we are an MMO and want to encourage players to play together, see other people, soft group, etc. so as we were developing a core pillar was to make sure we maintain that playstyle. Its something we will keep an eye on especially as we layer on more reward mechanism.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
ssewallb14_ESO wrote: »Will we get to test this out this PTS cycle?
Good feedback and we are excited to see people try this. Will try and answer some questions before the system goes live and you all can see it in action.
- Exploitation: This is indeed a key area of focus for us and one of the reasons the rewards start with XP and Gold. At our core, we are an MMO and want to encourage players to play together, see other people, soft group, etc. so as we were developing a core pillar was to make sure we maintain that playstyle. Its something we will keep an eye on especially as we layer on more reward mechanism.
- Rewards: Initially you will most likely see the layered approach to rewards in the form of Golden Pursuits and interaction with the Tome system. From there we will see how best we can expand in that regard.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
- New Mechanics - Monsters currently do have mechanics. in the current form of difficulty, most players that are adept at the game just do not see them. As fights become longer, those mechanics will be much more noticeable. As an example, I was testing the final story encounter in Eastern Solstice (The Final Dark) and actually had to dodge, block, interrupt, etc and still died on Vestige difficulty. It was a lot of fun to experience that with a character that had all the tools at my disposal.
Good feedback and we are excited to see people try this. Will try and answer some questions before the system goes live and you all can see it in action.
- Exploitation: This is indeed a key area of focus for us and one of the reasons the rewards start with XP and Gold. At our core, we are an MMO and want to encourage players to play together, see other people, soft group, etc. so as we were developing a core pillar was to make sure we maintain that playstyle. Its something we will keep an eye on especially as we layer on more reward mechanism.
- Rewards: Initially you will most likely see the layered approach to rewards in the form of Golden Pursuits and interaction with the Tome system. From there we will see how best we can expand in that regard.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
- New Mechanics - Monsters currently do have mechanics. in the current form of difficulty, most players that are adept at the game just do not see them. As fights become longer, those mechanics will be much more noticeable. As an example, I was testing the final story encounter in Eastern Solstice (The Final Dark) and actually had to dodge, block, interrupt, etc and still died on Vestige difficulty. It was a lot of fun to experience that with a character that had all the tools at my disposal.
Good feedback and we are excited to see people try this. Will try and answer some questions before the system goes live and you all can see it in action.
- Exploitation: This is indeed a key area of focus for us and one of the reasons the rewards start with XP and Gold. At our core, we are an MMO and want to encourage players to play together, see other people, soft group, etc. so as we were developing a core pillar was to make sure we maintain that playstyle. Its something we will keep an eye on especially as we layer on more reward mechanism.
- Rewards: Initially you will most likely see the layered approach to rewards in the form of Golden Pursuits and interaction with the Tome system. From there we will see how best we can expand in that regard.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
- New Mechanics - Monsters currently do have mechanics. in the current form of difficulty, most players that are adept at the game just do not see them. As fights become longer, those mechanics will be much more noticeable. As an example, I was testing the final story encounter in Eastern Solstice (The Final Dark) and actually had to dodge, block, interrupt, etc and still died on Vestige difficulty. It was a lot of fun to experience that with a character that had all the tools at my disposal.
I think you are playing down how frustrating it potentially will be engaging with players of mixed difficulty. Story instances are not the problem. You do story instances every once in a while. Would you care to eleborate what other places it won't be prevalent? Apparently there are a lot.
You engange with World Bosses, Delves and Public Dungeons way more often, on a daily basis. So the potential for exploitation and frustration is enormous.
Please take this seriously! This could make or break the whole system.
DeathandDebauchery wrote: »Good feedback and we are excited to see people try this. Will try and answer some questions before the system goes live and you all can see it in action.
- Exploitation: This is indeed a key area of focus for us and one of the reasons the rewards start with XP and Gold. At our core, we are an MMO and want to encourage players to play together, see other people, soft group, etc. so as we were developing a core pillar was to make sure we maintain that playstyle. Its something we will keep an eye on especially as we layer on more reward mechanism.
- Rewards: Initially you will most likely see the layered approach to rewards in the form of Golden Pursuits and interaction with the Tome system. From there we will see how best we can expand in that regard.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
- New Mechanics - Monsters currently do have mechanics. in the current form of difficulty, most players that are adept at the game just do not see them. As fights become longer, those mechanics will be much more noticeable. As an example, I was testing the final story encounter in Eastern Solstice (The Final Dark) and actually had to dodge, block, interrupt, etc and still died on Vestige difficulty. It was a lot of fun to experience that with a character that had all the tools at my disposal.
I think you are playing down how frustrating it potentially will be engaging with players of mixed difficulty. Story instances are not the problem. You do story instances every once in a while. Would you care to eleborate what other places it won't be prevalent? Apparently there are a lot.
You engange with World Bosses, Delves and Public Dungeons way more often, on a daily basis. So the potential for exploitation and frustration is enormous.
Please take this seriously! This could make or break the whole system.
I agree with this sentiment. Everything about the success or failure of this system hinges on how exploitable it is if your going to do rewards. If its easy to exploit, you simply WONT be able to increase the rewards in the future because it will cause rampant exploitation.
E.g. lets say you put a reward in the future that is great for killing 10 DLC world bosses on Vestige. I sit on Vestige, 4 players sit on Adventure. I tag it, they kill it. Rinse and repeat. This will /ABSOLUTEELY/ happen and become the new meta if it is allowed.
Let's take another example - Skyreach Catacombs boosting or dolmens. Boosted character goes on Vestige mode, Booster stays on Adventurer. Now we have an even faster way for people to power-level and skip content.
If you don't clearly address the exploitable portion of this system, you'll be unable to scale its rewards or the system itself will create a new 'meta' that relies on gaming it.
Your almost better off making there be no rewards or finding a solution to the exploitation ahead of time to prevent this.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
Freelancer_ESO wrote: »You might want to test having the difficulty increase and reward increase scale with mob quality in an inverse fashion so that way you'd get the more challenging fights for the npcs that actually have more mechanics and not feel like you are spending most of your time fighting npcs that barely have any mechanics.

Good feedback and we are excited to see people try this. Will try and answer some questions before the system goes live and you all can see it in action.
- Exploitation: This is indeed a key area of focus for us and one of the reasons the rewards start with XP and Gold. At our core, we are an MMO and want to encourage players to play together, see other people, soft group, etc. so as we were developing a core pillar was to make sure we maintain that playstyle. Its something we will keep an eye on especially as we layer on more reward mechanism.
- Rewards: Initially you will most likely see the layered approach to rewards in the form of Golden Pursuits and interaction with the Tome system. From there we will see how best we can expand in that regard.
- Exploration: It is true that there are places in the game where you will see players of mixed difficulty engaging with the same content. There are a lot of places where that won't be prevalent, however. Story instances are a good example of content being primarily group instanced in some fashion so you will be able to experience those as challenging pieces of content. Delves and Public Dungeons also will have varied populations from time to time.
- New Mechanics - Monsters currently do have mechanics. in the current form of difficulty, most players that are adept at the game just do not see them. As fights become longer, those mechanics will be much more noticeable. As an example, I was testing the final story encounter in Eastern Solstice (The Final Dark) and actually had to dodge, block, interrupt, etc and still died on Vestige difficulty. It was a lot of fun to experience that with a character that had all the tools at my disposal.
I think you are playing down how frustrating it potentially will be engaging with players of mixed difficulty. Story instances are not the problem. You do story instances every once in a while. Would you care to eleborate what other places it won't be prevalent? Apparently there are a lot.
You engange with World Bosses, Delves and Public Dungeons way more often, on a daily basis. So the potential for exploitation and frustration is enormous.
Please take this seriously! This could make or break the whole system.
I'm not looking forward to more rewards being added and feeling pushed into playing a higher challenge level I don't enjoy.
I like this feature but add new achievements and new rewards for beating the world bosses again in Vestige difficulty to incentivize us to go back and do them once more.
MaraxusTheOrc wrote: »To my fellow players:
The reward for harder content is the harder content. You’ve been clamoring for this for years. You want to feel challenged. ZoS is making the right decision not to overly incentivize harder difficulties because if you start putting things like special cosmetics, trade bars, houses, etc behind a higher difficulty it will feel compulsory.
I don't see what's wrong with instancing to be honest. You can even have the UI show how many people are in range and on what difficulty setting. Then people can join or leave the difficulty setting as they want. They can ask for help if they need it.