HatchetHaro wrote: »To be honest, I wasn't expecting there to be three whole additional difficulty levels, and I can't quite put my finger on why, but it seems worse than just adding in one "veteran" difficulty level, no?
With this much control over the difficulty levels already to cater to different players' playstyles, why not just make it a granular system that the players themselves can control, with one slider each for plus damage taken and minus damage dealt? Having more dynamic control over their challenge experience can give players the option to, for example, tune down damage dealt by 90% while only tuning up damage taken by 50%.
Unless there are unique rewards, I don't see the point in some extra xp and gold. We're still just getting a set piece we already have.
Maybe you should start rewarding unique set pieces like a weapon with a health enchant or some armor set piece with a jewelery enchant. Some of these are already in game. Imagine killing a mini-boss at the end of a long questline and you get a gold chest piece that has a weapon damage enchant on it, instead of a normal armor glyph.
First, we are making a choice to make sure players are not separated by difficulty.
This mostly happens in the first two starter zones. Beyond those, I rarely see anyone. In DLC locations, you can't find a soul even if you look for them. But overall, the idea is right and something needs to be done about it — vet players with Vestige difficulty will basically look like noobs compared to those hitting your boss without that mode, lol.Player A - strugling at Vestige level, fighting WB, Delve boss, mobs or whatever
Player B comes in on adventure mode and one shots every mob, kills WB easily.
Based on feedback from various in-person events and player discussions, we believe starting with experience and gold is a good way to gauge player engagement.
I think that's a terrible way to gauge player engagement - I can already predict very few will use this, because I've seen this before. People don't spend time on things they feel don't reward their time, and taking at least 5 times as long to get twice the exp won't compel people to do this for a significant amount of time.
We went through this with old Craglorn, and I'd rather we didn't have to repeat that lesson.
I'll make a point to use this so the system isn't abandoned, but I really hope you'll add more rewards down the line.
(Wouldn't trade bars make a good reward in some fashion? The store for possible goodies is already there, and nobody is locked out of any rewards if they don't want to play at a higher difficulty.)
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.
This system is great and it is needed.
But, not spliting players on different difficulty levels just makes it not work.
Player A - strugling at Vestige level, fighting WB, Delve boss, mobs or whatever
Player B comes in on adventure mode and one shots every mob, kills WB easily.
How does this make Player A feel? Is he satisfied with his game? Did he get the overland difficulty he asked for years?
That is exactly what would happen.How would players of at different difficulty levels facing the same objectives experience the same encounter? Would the mobs hit the player on easy very lightly and the player on hard difficulty very hard?
I am assuming that your question is about the technical aspect of how that damage scaling works.How could that work in a mixed encounter?
Silufadumar wrote: »From making the different difficulties unnecessarily complicated .........
I like the idea of a curse system similar to D2 nightfalls.
EX:
In February, Challenge Mode will be in Reapers March. All monsters in overland, delves, public dungeons will have the following curse modifiers. Previously completed quests will open back up to complete again with the modifiers.
+50% flame damage
+50% physical damage
+50% health
Etc etc etc
Takes +30% frost damage
*Challenge Zone* Group dungeons will also have a curse variant mode to select when queuing.
Gold items drop from bosses. Specific cosmetics related to the challenge zone and new achievements.
Also, rotate two at a time, a base zone and a DLC zone.
So they went with the laziest approach possible with the difficulty modes, huh?
HatchetHaro wrote: »That is exactly what would happen.How would players of at different difficulty levels facing the same objectives experience the same encounter? Would the mobs hit the player on easy very lightly and the player on hard difficulty very hard?I am assuming that your question is about the technical aspect of how that damage scaling works.How could that work in a mixed encounter?
There exists a myriad of buffs and debuffs in the game that can modify your damage dealt and damage received. These buffs and debuffs are character-specific; for example, one player can have the Major Brutality buff active, and another might not. This system can be easily extended to apply the Adventurer buff to one player and Vestige buff to another.
Any time a player attempts to deal damage (or more accurately, any time a source of damage attempts to deal damage), the system will run a series of calculations based on that player's stats (mainly weapon/spell damage, stam/mag, and crit) and buffs to determine the amount of damage that is passed onto the target. One of those calculations would be scaling the damage down based on the player's selected difficulty level, so if the player is on Vestige difficulty, that number is multiplied by 0.2 before finally being sent out towards the target. Another player on Adventurer difficulty would just have their damage multiplied by 1, which means it stays the same, before being passed onto the target.
Much in the same way how player damage is passed onto enemies, enemy damage is also passed onto players. This time, that calculation is already done on the enemy's end, and the player receives a number that would be the raw damage they would receive. That raw damage is then, again, run through a series of calculations based on the player's stats (mainly armour and health) and buffs, before finally being subtracted from the player's health. In this instance, that calculation would have a final step of increasing that number based on the player's selected difficulty level, so if the player is on Vestige level, that number will then be multiplied by (1+6=) 7 before finally being subtracted from the player's health.
These calculations are all done per source, per target, so one player's difficulty settings (their own buffs and debuffs) will not affect how another player on a different difficulty setting would interact with the same target.
HatchetHaro wrote: »That is exactly what would happen.How would players of at different difficulty levels facing the same objectives experience the same encounter? Would the mobs hit the player on easy very lightly and the player on hard difficulty very hard?I am assuming that your question is about the technical aspect of how that damage scaling works.How could that work in a mixed encounter?
There exists a myriad of buffs and debuffs in the game that can modify your damage dealt and damage received. These buffs and debuffs are character-specific; for example, one player can have the Major Brutality buff active, and another might not. This system can be easily extended to apply the Adventurer buff to one player and Vestige buff to another.
Any time a player attempts to deal damage (or more accurately, any time a source of damage attempts to deal damage), the system will run a series of calculations based on that player's stats (mainly weapon/spell damage, stam/mag, and crit) and buffs to determine the amount of damage that is passed onto the target. One of those calculations would be scaling the damage down based on the player's selected difficulty level, so if the player is on Vestige difficulty, that number is multiplied by 0.2 before finally being sent out towards the target. Another player on Adventurer difficulty would just have their damage multiplied by 1, which means it stays the same, before being passed onto the target.
Much in the same way how player damage is passed onto enemies, enemy damage is also passed onto players. This time, that calculation is already done on the enemy's end, and the player receives a number that would be the raw damage they would receive. That raw damage is then, again, run through a series of calculations based on the player's stats (mainly armour and health) and buffs, before finally being subtracted from the player's health. In this instance, that calculation would have a final step of increasing that number based on the player's selected difficulty level, so if the player is on Vestige level, that number will then be multiplied by (1+6=) 7 before finally being subtracted from the player's health.
These calculations are all done per source, per target, so one player's difficulty settings (their own buffs and debuffs) will not affect how another player on a different difficulty setting would interact with the same target.
Will a powerful player on easy mode be able to help low level players who have hard mode to level up faster?
Silufadumar wrote: »Some of the suggestions on this thread are mind boggling.
From making the different difficulties unnecessarily complicated to getting butt hurt at the thought of someone else getting rewarded for doing harder content!
NO ONE... is forced to do the harder content in Eso, its a choice.
Rewards are ABSOLUTELY a big part of doing harder content, not simply to justly reward those who complete it, but to encourage players to try content they otherwise would not.
Incentive is a big part of getting people to do... well, anything, its part of human nature. People will almost always take the path of least resistance, unless incentivised to do otherwise. Sure some will climb a mountain just 'because its there', but most people would need an incentive to do so.
This is true not only in dungeon and trial content, but throughout Eso as what may incentivise players differs from person to person.
Suggesting players should not be rewarded for challenging content because it may be something you want, in content you don't want to do, is mean and selfish.
Addressing the difficulty question again.
Just applying the same principles from dungeon and trial content to zone content is all that's needed.
Normal dungeon = normal difficulty, normal story, normal rewards../..Normal zone = normal difficulty, normal story, normal rewards.
Vet dungeon = harder difficulty, same story, better rewards../..Vet zone = harder difficulty, same story, better rewards.
Vet hard mode = challenging difficulty, same story, unique rewards../.. Vet hard mode zone = challenging difficulty, same story, unique rewards.
@zos this doesn't have to be rocket science, just implement the principles you've already established, please.
Silufadumar wrote: »Some of the suggestions on this thread are mind boggling.
From making the different difficulties unnecessarily complicated to getting butt hurt at the thought of someone else getting rewarded for doing harder content!
NO ONE... is forced to do the harder content in Eso, its a choice.
Rewards are ABSOLUTELY a big part of doing harder content, not simply to justly reward those who complete it, but to encourage players to try content they otherwise would not.
Incentive is a big part of getting people to do... well, anything, its part of human nature. People will almost always take the path of least resistance, unless incentivised to do otherwise. Sure some will climb a mountain just 'because its there', but most people would need an incentive to do so.
This is true not only in dungeon and trial content, but throughout Eso as what may incentivise players differs from person to person.
Suggesting players should not be rewarded for challenging content because it may be something you want, in content you don't want to do, is mean and selfish.
Addressing the difficulty question again.
Just applying the same principles from dungeon and trial content to zone content is all that's needed.
Normal dungeon = normal difficulty, normal story, normal rewards../..Normal zone = normal difficulty, normal story, normal rewards.
Vet dungeon = harder difficulty, same story, better rewards../..Vet zone = harder difficulty, same story, better rewards.
Vet hard mode = challenging difficulty, same story, unique rewards../.. Vet hard mode zone = challenging difficulty, same story, unique rewards.
@zos this doesn't have to be rocket science, just implement the principles you've already established, please.
Those principles aren't working, which why they opted to remove the FoMO features in the game. You want to put them back in where they matter to you?
That said, we are building Challenge Difficulty to be expandable in the future and layer with other existing systems to help reward players for taking on the challenge. For example, we could have Golden Pursuits with Challenge Difficulty-specific pursuits. If you complete those, you could get a specific tiered reward for your efforts. Expanding the rewards for Challenge Difficulty will be an ongoing discussion after launch, but we want to make sure you know why we are starting with experience and gold.
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.
...
- 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.
https://youtu.be/aLIgDtIxPugI already posted this in a different thread but I'll copy/paste it here as well. Also, this is from the perspective of someone who does endgame PVE and who hasn't really interacted with overland in years, apart from mindlessly grinding xp in Spellscar and hoovering up skyshards on alts.
So they went with the laziest approach possible with the difficulty modes, huh? Didn't people complain about Skyrim's archaic approach to difficulty when it had the exact same system? Anyway, In their current states all but Adventurer and Seasoned modes are obsolete for me.
If I want money there are more efficient ways for me to get it than grind overland mobs.
If I want xp then I'll either farm Blackrose prison/Skyreach with a friend or if I don't have any friends I'll farm Spellscar on Adventurer/Seasoned mode. Now I could farm Spellscar on Vestige for more xp but it would take way longer to kill the trash packs and I would need to slot in heals/defensive skills which would further nerf my dps and make farming take even longer. Therefore it's more efficient to farm there on Adventurer/Seasoned.
For me the biggest annoyances when traversing the overland is the absolute incessant spam of enemy packs everywhere. Combined with the fact that every little trash mob snares you even if you're 20 kilometers away from them just makes me want to engage with the overland even less. So a difficulty mode where not only can enemies snare me for no reason but also kill me when I just want to get where I want to go would make overland even more tedious than it already is. Reducing the amount of trash packs and enemies per pack would help a lot with this. Making them respawn less frequently would help too.
So yeah, all but Seasoned difficulty is gonna be dead on arrival for me and I don't foresee me engaging with this feature at all in its current state.
Excited to see ZOS finally working on overland difficulty options—especially with multiple levels. Great move.
If you’re aiming to avoid separate instances and leaning toward a system like LotRO’s landscape difficulty (which works well overall), I hope you’ll address one key issue:
Players on lower difficulty shouldn’t be able to undermine the experience for those on higher difficulty by one-shotting enemies already engaged in tougher combat.
Two potential solutions come to mind:
1. Enraged Tagging System
Once an enemy is attacked by someone on higher difficulty, it becomes visibly “enraged” or marked. Anyone who joins the fight is automatically pulled into that difficulty tier for that encounter. This keeps the challenge intact and avoids trivializing the fight.
2. Ghost Phase System
To players not on the higher difficulty, those enemies appear as ghostly, semi-transparent figures—like phantoms in Dark Souls. They’re untouchable and don’t interfere with normal spawns, which continue as usual for lower-difficulty players.
This could actually look stunning in-game: seeing others locked in intense battles with spectral foes while you engage your own tier.
Either approach would preserve immersion and prevent cross-tier interference. Just hoping ZOS nails the implementation so difficulty feels meaningful without fragmenting the world.
Importantly, this kind of system doesn’t just protect higher-difficulty players from having their challenge spoiled—it also prevents abuse.
Without safeguards, players could switch to high difficulty and let a friend on minimum difficulty tank and kill enemies for them, farming high-tier rewards without actually engaging with the challenge. That would undermine the whole point.
And let’s be honest: if higher difficulty doesn’t offer meaningful rewards, most players won’t bother. They’ll just switch to another game where challenge and reward go hand-in-hand.
Based on what I know, the answer is yes.HatchetHaro wrote: »That is exactly what would happen.How would players of at different difficulty levels facing the same objectives experience the same encounter? Would the mobs hit the player on easy very lightly and the player on hard difficulty very hard?I am assuming that your question is about the technical aspect of how that damage scaling works.How could that work in a mixed encounter?
There exists a myriad of buffs and debuffs in the game that can modify your damage dealt and damage received. These buffs and debuffs are character-specific; for example, one player can have the Major Brutality buff active, and another might not. This system can be easily extended to apply the Adventurer buff to one player and Vestige buff to another.
Any time a player attempts to deal damage (or more accurately, any time a source of damage attempts to deal damage), the system will run a series of calculations based on that player's stats (mainly weapon/spell damage, stam/mag, and crit) and buffs to determine the amount of damage that is passed onto the target. One of those calculations would be scaling the damage down based on the player's selected difficulty level, so if the player is on Vestige difficulty, that number is multiplied by 0.2 before finally being sent out towards the target. Another player on Adventurer difficulty would just have their damage multiplied by 1, which means it stays the same, before being passed onto the target.
Much in the same way how player damage is passed onto enemies, enemy damage is also passed onto players. This time, that calculation is already done on the enemy's end, and the player receives a number that would be the raw damage they would receive. That raw damage is then, again, run through a series of calculations based on the player's stats (mainly armour and health) and buffs, before finally being subtracted from the player's health. In this instance, that calculation would have a final step of increasing that number based on the player's selected difficulty level, so if the player is on Vestige level, that number will then be multiplied by (1+6=) 7 before finally being subtracted from the player's health.
These calculations are all done per source, per target, so one player's difficulty settings (their own buffs and debuffs) will not affect how another player on a different difficulty setting would interact with the same target.
Thanks very kindly for the detailed description. I'm still a bit confused as to how the different levels will affect players with varying levels in the same encounter, with regard to level cheesing.
Will a powerful player on easy mode be able to help low level players who have hard mode to level up faster?