We do want to stress, both for the starting difficulty levels and rewards, these are starting points. We want to make sure we hit the right balance and reduce opportunities for exploiting based on rewards. The system is being build to expand over time.
AlexanderDeLarge wrote: »I've said it a million times already ITT but it's strange that people draw the line at veteran overland when we have veteran dungeons, trials and arenas. Why should difficulty be the only reward in challenge difficulty for overland and what makes that different from perfected drops in arenas and trials?
The whole game's reward structure is more challenge = more reward in every other activity, so drawing the line here is arbitrary at best.
"Why should difficulty be the only reward in challenge difficulty for overland and what makes that different from perfected drops in arenas and trials?"
==> Because providing increased armors, weapons, and posts, has caused players to be over geared for standard game play and now they are demanding more challenging content because they are bored with dungeons and refuse to take the group dungeon gear off to complete standard content. Higher gear perpetuates the problem.
DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
ESO_player123 wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
They said that these rewards are just the starting point. It might be not that big of a deal for just xp and 300gp instead of 150gp, but once they start adding more interesting rewards I bet people will start exploiting it this way.
spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
DenverRalphy wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
It's not just XP. The injection of gold into the game world will have an impact too.
Franchise408 wrote: »Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.
Do you feel like you're missing out when you do a dungeon or trial on normal instead of vet?
Because the difference in rewards is likely to be the same. Instead of green loot drops in normal overland, you'll get blue drops. There won't be new or unique items.
Yes. And having forced group play for those dungeons just makes the bad feelings worse.
Franchise408 wrote: »Franchise408 wrote: »Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.
Do you feel like you're missing out when you do a dungeon or trial on normal instead of vet?
Because the difference in rewards is likely to be the same. Instead of green loot drops in normal overland, you'll get blue drops. There won't be new or unique items.
Yes. And having forced group play for those dungeons just makes the bad feelings worse.
idk what to tell you then, because it's literally the same gear, just slightly different stats due to the upgrade.
And of course the dungeons are group play. They are group content.
This is an MMO, not a single player game.
Franchise408 wrote: »Franchise408 wrote: »Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.
Do you feel like you're missing out when you do a dungeon or trial on normal instead of vet?
Because the difference in rewards is likely to be the same. Instead of green loot drops in normal overland, you'll get blue drops. There won't be new or unique items.
Yes. And having forced group play for those dungeons just makes the bad feelings worse.
idk what to tell you then, because it's literally the same gear, just slightly different stats due to the upgrade.
And of course the dungeons are group play. They are group content.
This is an MMO, not a single player game.
No it is not "literally the same gear" if the stats are different.
Dungeons does not have to be group content.
This is an MMO, NOT a Co-op. MMO = shared map Co-op = required grouping
Seriously the gold gear makes a huge difference. I used it in PTS and I cannot get it in Live because I do NOT group.
spartaxoxo wrote: »Franchise408 wrote: »Franchise408 wrote: »Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.
Do you feel like you're missing out when you do a dungeon or trial on normal instead of vet?
Because the difference in rewards is likely to be the same. Instead of green loot drops in normal overland, you'll get blue drops. There won't be new or unique items.
Yes. And having forced group play for those dungeons just makes the bad feelings worse.
idk what to tell you then, because it's literally the same gear, just slightly different stats due to the upgrade.
And of course the dungeons are group play. They are group content.
This is an MMO, not a single player game.
No it is not "literally the same gear" if the stats are different.
Dungeons does not have to be group content.
This is an MMO, NOT a Co-op. MMO = shared map Co-op = required grouping
Seriously the gold gear makes a huge difference. I used it in PTS and I cannot get it in Live because I do NOT group.
You can upgrade the gear to have the same stats cheaply only doing normal overland activities. It is the same gear set. It is the application of upgrade mats that are different. You can get gold upgrade mats on live by doing crafting writs. No grouping or combat required.
I don't know of a single MMORPG that doesn't have group content, that is, content which has you group up with others in order to face it (which is good. I, and many others, expect this from multiplayer games: content that neccesitates and rewards group play!).
And in ESO, perfected vs non perfected gear is very much trivial, most sets only adding 129 weapon and spell damage (for reference, I currently have 4,285 w+s dmg. This would represent around 3% of a difference in having vs not having perfected gear).
Finally, gold gear isn't sourced exclusively (or even primarily) through Vet Dungeons and Trials. Most people get their golden materials through writs, refinement or by buying them from other players.
Here is the ESO Hub page for the same set, both in Perfected and non-Perfected. You can see for yourself what exactly the difference is:
https://eso-hub.com/en/sets/perfected-arms-of-relequen
https://eso-hub.com/en/sets/arms-of-relequen
spartaxoxo wrote: »Franchise408 wrote: »Franchise408 wrote: »Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.
Do you feel like you're missing out when you do a dungeon or trial on normal instead of vet?
Because the difference in rewards is likely to be the same. Instead of green loot drops in normal overland, you'll get blue drops. There won't be new or unique items.
Yes. And having forced group play for those dungeons just makes the bad feelings worse.
idk what to tell you then, because it's literally the same gear, just slightly different stats due to the upgrade.
And of course the dungeons are group play. They are group content.
This is an MMO, not a single player game.
No it is not "literally the same gear" if the stats are different.
Dungeons does not have to be group content.
This is an MMO, NOT a Co-op. MMO = shared map Co-op = required grouping
Seriously the gold gear makes a huge difference. I used it in PTS and I cannot get it in Live because I do NOT group.
You can upgrade the gear to have the same stats cheaply only doing normal overland activities. It is the same gear set. It is the application of upgrade mats that are different. You can get gold upgrade mats on live by doing crafting writs. No grouping or combat required.
You can't get the dungeon and arena gear from writs or not grouping. I tested the variances in the dungeon gear / pots versus what can be obtained in the overland in PTS. I had my gaming friend test against it since he had gold overland gear. It is NOWHERE near the same level. The gear/pots from group content is better.
Listening to the reveal (belatedly), and I'm concerned that the overland difficulty feature is being touted as something for "solo players." I almost always quest with a friend. I almost always go through overland grouped with a buddy. Why is it assumed that only solo players want this, and does anyone know if the implementation isn't viable for grouped players?
DenverRalphy wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
It's not just XP. The injection of gold into the game world will have an impact too.
I don't know of a single MMORPG that doesn't have group content, that is, content which has you group up with others in order to face it (which is good. I, and many others, expect this from multiplayer games: content that neccesitates and rewards group play!).
And in ESO, perfected vs non perfected gear is very much trivial, most sets only adding 129 weapon and spell damage (for reference, I currently have 4,285 w+s dmg. This would represent around 3% of a difference in having vs not having perfected gear).
Finally, gold gear isn't sourced exclusively (or even primarily) through Vet Dungeons and Trials. Most people get their golden materials through writs, refinement or by buying them from other players.
Here is the ESO Hub page for the same set, both in Perfected and non-Perfected. You can see for yourself what exactly the difference is:
https://eso-hub.com/en/sets/perfected-arms-of-relequen
https://eso-hub.com/en/sets/arms-of-relequen
I tested the difference, I don't need your office site propaganda telling me different.
I also have no cares for what you know of MMOs. I have my own experience to speak of.
spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
They said that these rewards are just the starting point. It might be not that big of a deal for just xp and 300gp instead of 150gp, but once they start adding more interesting rewards I bet people will start exploiting it this way.
Oh, yeah. A friend might help someone get a golden pursuit done and get the 20th non-combat pet. Not worried about that either. Overland rewards are always the cheapest items in guild traders because it is by far the most played content. And the rewards from golden pursuits are never stuff that can be used to gain advantage over others. I don't care about policing cheap and easy to get rewards that confer no combat advantages. Overland rewards have always been the stuff that everyone can get quickly ad easily. I don't really care if that continues to be the case as it has no impact on things like pvp and vet trials. It's always been cheap stuff too so there's little economic impact as well.
For me, this concern is a "some people don't like the idea on principle," thing rather than anything that I'm concerned about having any real negative impacts on the game. People already power level others.
ESO_player123 wrote: »spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
They said that these rewards are just the starting point. It might be not that big of a deal for just xp and 300gp instead of 150gp, but once they start adding more interesting rewards I bet people will start exploiting it this way.
Oh, yeah. A friend might help someone get a golden pursuit done and get the 20th non-combat pet. Not worried about that either. Overland rewards are always the cheapest items in guild traders because it is by far the most played content. And the rewards from golden pursuits are never stuff that can be used to gain advantage over others. I don't care about policing cheap and easy to get rewards that confer no combat advantages. Overland rewards have always been the stuff that everyone can get quickly ad easily. I don't really care if that continues to be the case as it has no impact on things like pvp and vet trials. It's always been cheap stuff too so there's little economic impact as well.
For me, this concern is a "some people don't like the idea on principle," thing rather than anything that I'm concerned about having any real negative impacts on the game. People already power level others.
I do not care about the overland set rewards either , but I saw what some players proposed as rewards. Not all of them do not affect gameplay (like better versions of Mythics). We do not know what ZoS might include as rewards later, so I think the concerns about exploiting are valid.
Franchise408 wrote: »Franchise408 wrote: »Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.
Do you feel like you're missing out when you do a dungeon or trial on normal instead of vet?
Because the difference in rewards is likely to be the same. Instead of green loot drops in normal overland, you'll get blue drops. There won't be new or unique items.
Yes. And having forced group play for those dungeons just makes the bad feelings worse.
idk what to tell you then, because it's literally the same gear, just slightly different stats due to the upgrade.
And of course the dungeons are group play. They are group content.
This is an MMO, not a single player game.
No it is not "literally the same gear" if the stats are different.
Dungeons does not have to be group content.
This is an MMO, NOT a Co-op. MMO = shared map Co-op = required grouping
Seriously the gold gear makes a huge difference. I used it in PTS and I cannot get it in Live because I do NOT group.
Well 300 pages of us discussing brought the changes, took some time but happy to see it
We do want to stress, both for the starting difficulty levels and rewards, these are starting points. We want to make sure we hit the right balance and reduce opportunities for exploiting based on rewards. The system is being build to expand over time.
We do want to stress, both for the starting difficulty levels and rewards, these are starting points. We want to make sure we hit the right balance and reduce opportunities for exploiting based on rewards. The system is being build to expand over time.
@ZOS_Kevin Please check out the solution (ghost phase) proposed earlier in this thread: https://forums.elderscrollsonline.com/en/discussion/comment/8369635/#Comment_8369635
Uses elements that you already have in the game and doesn't require separate instances so should be reasonably easy to implement and deploy.
spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »ESO_player123 wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Hi All! We have a new article with more information on overland difficulty, now officially named Challenge Difficulty.
https://www.elderscrollsonline.com/en-us/news/post/69313
Wow.. hmm.. what the...?
It's a simple debuff mechanism, that doesn't seem to address a rather disturbing exploit. Player A dials it all the way up to Vestige difficulty, who then suits up in tanky gear and runs around tagging and pulling everything they see. Then Player B leaves it at Adventurer and plays clean up by mowing em down with Fatecarver.
And not for nuthin, but Gold and XP is pretty much meaningless to players who've played long enough that they can run around with increased difficulty.
Speaking only for myself... I likely won't be dialing up the difficulty. I've got more gold than I'll likely ever spend in game, and I stopped chasing XP a long time ago. For me, this is a swing and a miss. At least, as it's presented in the article anyway.
I actually am completely unbothered if people do this and don't consider it an exploit. I don't think we need to be worried about policing exp. It's really not a valuable item and people already power level their friends this way to no ill effects on the overall game. People sold Skyreach carries before this change and they'll sell it after. 🤷🏽♀️
They said that these rewards are just the starting point. It might be not that big of a deal for just xp and 300gp instead of 150gp, but once they start adding more interesting rewards I bet people will start exploiting it this way.
Oh, yeah. A friend might help someone get a golden pursuit done and get the 20th non-combat pet. Not worried about that either. Overland rewards are always the cheapest items in guild traders because it is by far the most played content. And the rewards from golden pursuits are never stuff that can be used to gain advantage over others. I don't care about policing cheap and easy to get rewards that confer no combat advantages. Overland rewards have always been the stuff that everyone can get quickly ad easily. I don't really care if that continues to be the case as it has no impact on things like pvp and vet trials. It's always been cheap stuff too so there's little economic impact as well.
For me, this concern is a "some people don't like the idea on principle," thing rather than anything that I'm concerned about having any real negative impacts on the game. People already power level others.
I do not care about the overland set rewards either , but I saw what some players proposed as rewards. Not all of them do not affect gameplay (like better versions of Mythics). We do not know what ZoS might include as rewards later, so I think the concerns about exploiting are valid.
The planned rewards that ZOS themselves outlined were moreso stuff like Golden Pursuits though. As currently implemented and with the current plans they have shared, I think such concerns are already addressed. If they do something like add a superior pvp mythic to this system, then I'll definitely agree it would be cause for concern. But that seems highly unlikely as ZOS has already stated that the rewards will be limited to address exploitation. And someone getting another player to carry them through Skyreach or joining a dolmen farm for exp doesn't bother me. Some of the behavior being described as exploits already happen regularly. I would not consider that stuff exploits. And I do worry that using that feedback to make rewards even worse would have a negative impact on the system and lead to people feeling punished for even using it.