If different difficulties don't have different instances, this system should not be released at all.
BloodstainedFay wrote: »Personally, I see no need for this system to even have rewards. I am happy that I'll be able to do story content without one shotting Multiversal Level Threats with a single light attack as before.
The real painpoint for me is the fact that somehow we're sharing the world with people in other difficulty levels? This on paper has a few issues
- Imagine you're on Vestige difficulty, fighting mobs. A group of players on Adventure difficulty show up and just steamroll everything for you. Fun killer right there.
- This is exploitable. You can have 1 person on Vestige difficulty working with lower difficulty people to essentially quickly EXP & Gold Farm (and whatever other rewards you have later down the line)
I genuinely do not see a way this'll work -without- splitting the playerbase into shards, and honestly with this being an Overworld/Quest content only feature I don't see why you're so against sharding here.
BloodstainedFay wrote: »The main reason people are against Dungeon-level rewards being put in higher difficulty is because the increased difficulty is supposed to be its own reward. Making the game more immersive for people who are bored or frustrated by how quickly they can mow things down. Overland isn't meant to give you high end rewards like Dungeons and Trials and the like. It's meant for delivering the majority of story content.AlexanderDeLarge wrote: »I know the article mentions that rewards are minimal at launch and it's built with expansion in mind but I think parity with veteran dungeons and trials and arenas (purple/gold gear) would make sense. The precedent is there.
I hope one day we can "NG+" the game and reset our progression to experience all of this on our established characters.
I will be using it regardless of rewards, but it just feels odd for this to be the one exception to the general design of more challenge = more reward. I'm glad this is finally happening. Thank you ZOS team.
Now having there be Pursuits tied to it would be fine imo, and also adding it to Tomes when those come out. Individual Pursuits can be skipped and the Tomes can be reset freely, so people who can't or don't want to engage in that can skip it without losing anything. But because Overworld content is the majority of what people play, putting high-end rewards can make them feel like they're being locked out of stuff.
As for people worried about exploitation with a group of people running on the hardest setting working with someone on the lowest to farm exp and gold...I don't really see how either is a problem to be honest 'n__n. You might be able to power level new characters at light speed or grind out CP faster but is that honestly gamebreaking? I mean everyone already says you can level a fresh character in a day as it is, is doing it a bit faster reeeeaaaaally that big of a deal? And CP itself also has a hard cap, but after a certain point they're useless anyway because no build requires maxed CP. As for the gold, you get so little from Overland that even boosting the amount by like 200% only means instead of 200 gold for killing a pack of trash, you're getting 400 instead. Nooooot really lottery level amounts of gold, heh.
Admittedly, the EXP & Gold "abuse" annoys me less than Adventurer Difficulty steamrolling whatever mobs a random Vestige difficulty person is fighting by themselves. Just a fun killer if you're solo overworlding on high difficulty only for others to interrupt and one shot everything
This is the official discussion thread for, "Developer Deep Dive—Season Zero’s Challenge Difficulty"
"Learn about the new Challenge Difficulty system, coming later this year, via this developer deep dive."
We'll move this to the news section next week.
DenverRalphy wrote: »I'm really really curious how exploitation will be prevented.
Because the way it looks now, Tanky toon dials up the difficulty Vestige, Arcanist toon leaves it at Adventurer and mows them down with beam. You can't percentage base the dps to determine the loot drop because low difficulty players would be blocking high difficulty via kill stealing (even unintentionally). You can't "tag for ownership", because that would create an uproar when fatecarvers are just whipping around tagging everything in a race for ownership. Both of which would open the floodgates for griefing.
shadyjane62 wrote: »Will wait and see what is done about the toxicity and harassment some of us endure.
Not "encouraged" by what I have seen already. Seems way too complicated and open to interpretation.
shadyjane62 wrote: »Will wait and see what is done about the toxicity and harassment some of us endure.
Not "encouraged" by what I have seen already. Seems way too complicated and open to interpretation.
shadyjane62 wrote: »Will wait and see what is done about the toxicity and harassment some of us endure.
Not "encouraged" by what I have seen already. Seems way too complicated and open to interpretation.
It really is way too complicated, IDK why they're going this route, I actually have difficulty thinking of a worse way to do it lol.
I really think it would be best to just have two modes, normal and vet. Yes, this will split the playerbase, and it's not ideal, but the alternatives feel worse.
Galagladi Dragonblood wrote: »@ZOS_Kevin i dont know but maybe an idea for testing. What about change the following ...Why Im suggesting this is maybe so the Bosses can be as they are but it wont be a hard exploit anymore.
- Revert the "do less damage" part so that "Adventurer" will have the 80% and "Vestige" will have 0%
- Increase the health of normal NPCs and Delve Boss about 100% and other Bosses about 50%
- Add another option where your Damage taken decreases to 50%
And Something for the Future Rewards to Include:
- Tradebars (I did see it on the Night Market and it would be an overall great idea to implement)
- Rare Treasure Drops which can include transmutation crystals (Low amount, not guarenteed and can maybe only drop from seasoned, Master and Vestige)
- Different Item qualities based on Difficulty like in Raids. Example( Cloudrest or Asylum)
- Perfected Mythic Leads? (Not really sure about this one but could be an idea)
- New Upgrade materials for your armor (Ignore this one if its not really an option because auf Balancing and Ressources)
DenverRalphy wrote: »shadyjane62 wrote: »Will wait and see what is done about the toxicity and harassment some of us endure.
Not "encouraged" by what I have seen already. Seems way too complicated and open to interpretation.shadyjane62 wrote: »Will wait and see what is done about the toxicity and harassment some of us endure.
Not "encouraged" by what I have seen already. Seems way too complicated and open to interpretation.
It really is way too complicated, IDK why they're going this route, I actually have difficulty thinking of a worse way to do it lol.
I really think it would be best to just have two modes, normal and vet. Yes, this will split the playerbase, and it's not ideal, but the alternatives feel worse.
All I wanted was for Overland to get an upgrade so that it's not so trivial anymore. Why they made it so complicated... ah well.
The thing is, it's not meant to encourage new players to try harder stuff, not right off the bat. This was done as a response to a lot of people wanting things to be harder because the game is too boring and not immersive enough with Overland being how it is currently. And a majority of those people seem to be people who've been around for a while; yes, there are and were people talking about not being really hooked even as new players thanks to the current difficulty, but a lot of people wanting this were folks who wanted a challenge and to feel like they needed to put in some effort.The idea is to add more rewards down the line. Right now, we want to make sure we see how folks use the system while we work to refine and build out the system. I think the core takeaway from us is, this is a starting point, not the final update to the system.
But again, totally understand your point here and will make sure folks on the team see this. Just so they know thoughts on rewards.
If you guys want content to be successful, it needs to be rewarding from the start. You're already adjusting Night Market based on that notion. It seems like you guys prefer to have lacking rewards until you either get feedback or declining engagement. I understand it's a starting point, just trying to give you guys perspective for a better start. I'm not confident this solution is cognizant of how people actually play the game. I'm not confident you'll get sufficient participation.
I can't imagine many new players will participate in higher difficulties, compared to vets looking for a challenge. I would think that gold and experience matter less to the people attracted to this system, they're more so looking for a challenge and a "look at me" reward for doing that.
As it stands right now, this isn't a system I would participate in. As a long-time player, if I want gold or experience, I'm going to do crafting dailies, or equip experience boosting gear and consumables. I just don't personally see the value in this.
I always doubted a lot of players when they argued for this just for the sake of the challenge, and denied they were were motivated by improved loot. Now it's clear that at least to start with the loot will be trivial in terms of just more gold and experience, a significant number of comments on this and other discussion threads are proving my doubts right.
I always doubted a lot of players when they argued for this just for the sake of the challenge, and denied they were were motivated by improved loot. Now it's clear that at least to start with the loot will be trivial in terms of just more gold and experience, a significant number of comments on this and other discussion threads are proving my doubts right.
BloodstainedFay wrote: »Thinking more on this, I really do not see how this'll work without playerbase splitting.
I am going to put the topic of more rewards away in this feedback. I do not care for more rewards (I think this shouldn't even have bonus rewards, EXP and Gold is negligible, but I don't agree with "punishing" more casual players in story/overworld content)
What really bothers me is we're sharing a worldspace with all the different difficulties. I believe the reason ZOS doesn't want to split us is so the world doesn't feel emptier, however this I think isn't as big a deal as it seems.
- A lot of players who are questing and exploring either want to do it alone or with friends. Randoms tend to "interfere" with the experience more than anything.
- Most people will likely play on lower difficulties I assume. With a shared worldspace, this will clash with higher difficulty players, who might spend a while doing a boss fight or killing mobs, only to be interrupted by lower difficulty players essentially one shotting the content they're doing. This might also be dissatisfying the other way around, where low difficulty players have to deal with heavily nerfed players doing -way less- damage than them in world bosses for example- which might lead to a feeling of "having to carry" challenge mode players.
- ZOS can do "on the fly" instancing. This is shown in basegame quest areas where depending on quest progression, someone right next to you might be instantly thrown into a different instance without a loading screen when in proximity of a quest area. ZOS could implement this for towns & hubs, so that regardless of difficulty players are funneled into the same shards in town/hub areas, and then into difficulty shards when leaving these areas. This would keep the world feeling alive player-count wise in areas players tend to congregate at, whilst leaving exploring undisturbed by clashing difficulty levels.
I hope this feedback is taken to heart (and considering ZOS' recent behavior i'm inclined to believe it will be!) however I'd truly appreciate a reply on why ZOS is so against sharding/instancing.