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.
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.
there will be an indicator on your UI so you know what difficulty you have selected.
When entering a zone where Challenge Difficulty is not in effect, the icon will be suppressed, but it will take effect when leaving
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.
"Are you excited to take on a tougher Tamriel?"
No. This move toward appeasing one type of player while ignoring the others is not exciting.
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.
"Are you excited to take on a tougher Tamriel?"
No. This move toward appeasing one type of player while ignoring the others is not exciting. It is disappointing.
Had a conversation with my gaming friends and we believe that Solo players should be charged less ESO+ sub than group players since we have less content. Is that possible?
The other options would be:
- Drop the sub and play only free content; let the group players support the game
- Play another game that respects non-grouping play style; not support the game that doesn't respect our chosen play style.
I really like this game. Too bad that the FoMO was a joke and not truth.
Marronsuisse wrote: »Can we change the difficulty on the fly? Just wondering if we can crank up the difficulty before fighting bosses and such.
I really would like more challenging bosses when questing, but not at the cost of making it a slog to fight through mobs.
TX12001rwb17_ESO wrote: »How is this system any different from just removing your gear and weapons?
Why make enemies damage sponges, just make them one shot you without touching the damage you deal, they do not need 5x as much health.
BloodstainedFay wrote: »
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.
"Are you excited to take on a tougher Tamriel?"
No. This move toward appeasing one type of player while ignoring the others is not exciting. It is disappointing.
Had a conversation with my gaming friends and we believe that Solo players should be charged less ESO+ sub than group players since we have less content. Is that possible?
The other options would be:
- Drop the sub and play only free content; let the group players support the game
- Play another game that respects non-grouping play style; not support the game that doesn't respect our chosen play style.
I really like this game. Too bad that the FoMO was a joke and not truth.
An optional difficulty setting is not taking away value from you. If anything people that like the current easy mode overworld are the ones the game has appeased the past decade.
Now, if your disagreement isn't about difficulty options but ZOS wanting to possibly put substantial rewards behind overworld difficulty in the future, then I agree with you to an extent that is unfair to more casual players, and I do not want to see ZOS do that either. But an optional difficulty by itself is not taking away value from you.
MashmalloMan wrote: »Love it, can't wait to see how it develops over time. I think the gold and xp bonuses are minor, a good start to gague interest. It won't be exploited, I see it as more of a consolation prize which is obviously the intent for anyone dissapointed. Eventually adding a drop rate buff would bring this full circle, not enough to make it better than base difficulty, but something.
For example, if you deal -50% damage done, presumably, the fight takes 100% longer, a +25% drop chance would be 1/4 of what it's worth in time, but enough to be interesting. For example, a lot of farming comes down to waiting for bosses to respawn. The amount of time I've spent waiting for a 150k mini boss in a dungeon, just to collect a lead, I'd love to increase my odds by +25% for +100% time.
I love that this is optional and doesn't seperate players. I think overland is fine for this, it's already the "wild west", what other people do is of little concern or control to you. However, I think a fair middle ground would be to instance pledges and group dungeons into the difficulty tiers, everyone going in would be at the same level making fights more interesting. Since they're loaded into, and there is potentially 100s of them, I think worrying about seperating players here is way less of a concern, especially considering there is only 4 tiers, not 20.
A few things I think need to be considered:
- The players nameplate should easily identify their difficulty tier at first glance. This way we understand why a boss may be taking longer to kill than you'd expect. Don't make it bloated with the full text, but make it easy to identify. Also gives players another layer to show off like titles or alliance rank. For example:
- White (Adventurer), Yellow (Seasoned), Orange (Master), Red (Vestige).
- A unique icon similar to how Alliance ranks works. Small, easy to see, unintrusive.
- The toggle should be in UI, easily accessible like the new respec system on U49 PTS. A simple 5s timer, and if you add instanced pledges/group dungeons, a load screen.
- Drop system based on highest 12 damage dealers is problematic. Here's some potential solutions:
- Make it higher than 12, 24 would suffice to account for events.
- Determining factor should be based on TRUE damage before the damage nerfs, this way you're not punished for attempting a harder difficulty when someone inevitably joins a fight you're engaged with.
- Players want a more difficult, optional experience to truely test their builds, but the feeling of seeing -50% damage done might make for a bad experience. May I suggest the following:
- Smoke and mirrors = Nerf the player by -50% damage done server side, but client side buff them by +100% damage done, and enemies by +100% HP. This way, 3 mil targets remain 3 mil, but to the player with -50% damage done, they see 6 mil with normal DPS values. This is a minor change, but would add polish to make the experience from transitioning to overland to dungeons and trials more relatable.
If any of my points are already addressed with the new system, feel free to correct me, but that's what I'd like to see.
MashmalloMan wrote: »The players nameplate should easily identify their difficulty tier at first glance. This way we understand why a boss may be taking longer to kill than you'd expect. Don't make it bloated with the full text, but make it easy to identify.
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.
"Are you excited to take on a tougher Tamriel?"
No. This move toward appeasing one type of player while ignoring the others is not exciting. It is disappointing.
Had a conversation with my gaming friends and we believe that Solo players should be charged less ESO+ sub than group players since we have less content. Is that possible?
The other options would be:
- Drop the sub and play only free content; let the group players support the game
- Play another game that respects non-grouping play style; not support the game that doesn't respect our chosen play style.
I really like this game. Too bad that the FoMO was a joke and not truth.
Maybe the first person to TAG a mob becomes that difficulty ... and the name changes color or something... brings more problems but solves one of the solutions
BloodstainedFay wrote: »
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.
"Are you excited to take on a tougher Tamriel?"
No. This move toward appeasing one type of player while ignoring the others is not exciting. It is disappointing.
Had a conversation with my gaming friends and we believe that Solo players should be charged less ESO+ sub than group players since we have less content. Is that possible?
The other options would be:
- Drop the sub and play only free content; let the group players support the game
- Play another game that respects non-grouping play style; not support the game that doesn't respect our chosen play style.
I really like this game. Too bad that the FoMO was a joke and not truth.
An optional difficulty setting is not taking away value from you. If anything people that like the current easy mode overworld are the ones the game has appeased the past decade.
Now, if your disagreement isn't about difficulty options but ZOS wanting to possibly put substantial rewards behind overworld difficulty in the future, then I agree with you to an extent that is unfair to more casual players, and I do not want to see ZOS do that either. But an optional difficulty by itself is not taking away value from you.
I disagree with presenting rewards other than gold/experience because they said FoMO was going to be removed from the game. I also disagree with the concept of providing a slider to make overland and it's subsidiaries more difficult but nothing was added to make group dungeons accessible to solo-runners.
Of course there were other issues discussed that was related to Night Market and other content mentioned in the video and tested in PTS. The decisions were not collective but were a consensus. The overall feeling was demoralized. Even after a conversation about wait and see, none wanted to play this night. They were confused and worried and a little bit angry at the idea of being misled.
The game was made easier because the players walked away when it was made too difficult. I think they will do it again. Some players come for the story (RPG players) and do not care to have to fight for their life at every turn. Some players are looking for a smooth game that doesn't require hours of min/max meta research to complete the content. Only a few players are wanting a difficult challenge, I think, so when the game is made hard, people stop playing.
Other posters can attack me as a player, they can attack my play style, they can attack my views, but none of that attacking will change my mind about them or about the game. I think they just do it to make themselves feel better.