Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.
AlexanderDeLarge wrote: »Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.
Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.
Red_Feather wrote: »AlexanderDeLarge wrote: »Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.
Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.
I really hope that is the case!
Red_Feather wrote: »AlexanderDeLarge wrote: »Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.
Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.
I really hope that is the case!
Kinda. Years ago when I was active in the other thread, I went around looking for such things. Some enemies are cool, if only they lived long enough to show it off. I remember the generic tank enemies in Wrothgar would enrage if you didn't kill them before all their allies, and I thought it was rather neat. It only amounted to a 5% increase in their damage, or something like that, so while not impressive, it was there. I know most enemies, when left to their own, will just spend a lot of time on an attack that's more for show than anything, but I hope to be surprised as well.
robwolf666 wrote: »Here’s the concern I have with Challenge Difficulty if players aren’t separated.
Imagine two players engage the same overland enemy:
• Player A (me) is on Adventurer. I’m CP2000+, and I have zero interest in opting into higher difficulty.
• Player B is on Vestige because they want longer, harder fights.
We’re attacking the same enemy in the same shared world.
I do full damage and burn it down quickly — exactly as Adventurer difficulty is designed to allow. Player B is also playing exactly as intended… but their fight ends early anyway because the enemy is dead.
No one did anything wrong. I didn’t “ruin” anything. I simply chose the default difficulty that fits how I want to play.
That’s why this system isn’t really a traditional difficulty setting — it’s a personal debuff layered onto a shared space. As long as difficulties aren’t separated, one player’s choice will directly affect another player’s experience.
And to be clear: I’ll be staying on Adventurer. I play ESO to relax, not to make overland punishing. That’s precisely why I think difficulty should be separate — so people who want challenge can have it without being affected by players like me who don’t.
Otherwise, this is going to lead to frustration on both sides:
• Higher-difficulty players losing the challenge they opted into
• Default players being blamed for simply playing the game as designed
That’s not a player behaviour problem — it’s a design trade-off that needs to be acknowledged.
robwolf666 wrote: »Here’s the concern I have with Challenge Difficulty if players aren’t separated.
Imagine two players engage the same overland enemy:
• Player A (me) is on Adventurer. I’m CP2000+, and I have zero interest in opting into higher difficulty.
• Player B is on Vestige because they want longer, harder fights.
We’re attacking the same enemy in the same shared world.
I do full damage and burn it down quickly — exactly as Adventurer difficulty is designed to allow. Player B is also playing exactly as intended… but their fight ends early anyway because the enemy is dead.
No one did anything wrong. I didn’t “ruin” anything. I simply chose the default difficulty that fits how I want to play.
That’s why this system isn’t really a traditional difficulty setting — it’s a personal debuff layered onto a shared space. As long as difficulties aren’t separated, one player’s choice will directly affect another player’s experience.
And to be clear: I’ll be staying on Adventurer. I play ESO to relax, not to make overland punishing. That’s precisely why I think difficulty should be separate — so people who want challenge can have it without being affected by players like me who don’t.
Otherwise, this is going to lead to frustration on both sides:
• Higher-difficulty players losing the challenge they opted into
• Default players being blamed for simply playing the game as designed
That’s not a player behaviour problem — it’s a design trade-off that needs to be acknowledged.
But that's already how the game is now.
I have deliberately slowed down my damage now and then to see the mechanics of a boss. (As others have noted, they do have them.) And then have someone else sprint up to the boss and mow it down immediately.
Or more often, the other way around - I see a player struggle against public dungeon packs, delve bosses, and things like that, and then I stand there asking myself whether I should help them by quickly vaporising the enemies or let them continue the fight.
Quest bosses are often separated into individual instances, but other bosses aren't.
This disparity in time-to-kill already exists in the game. The difficulty modes don't introduce a new situation. (They might make more players be on the other side of that disparity, though.)
temporarily corrupted/invaded zone rehashes for low usage zones would of been a better use of development time and more logical and fit with the story of eso. I dont think anyone will actually use this. Players who say they want a challenge are never being completely honest. They just want challenge level rewards and this system as described doesnt meet that need.
it could work if ther was a chance for gold items on the higher settings but as it stands it looks like a low effort system to tick something off a list.
Players who say they want a challenge are never being completely honest. They just want challenge level rewards and this system as described doesnt meet that need.
I don't think overland difficulty is going to be filled with powerful players who will come and ruin your epic boss fight. Most people on regular Adventurer difficulty are light attackers who do 5k DPS.
DenverRalphy wrote: »
That's it. That's all that was needed. So how did it come to this?
DenverRalphy wrote: »
That's it. That's all that was needed. So how did it come to this?
Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.
The idea is to let those people continue to play as is where nothing provides really any resistance.
Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.
indigomeadows_ESO wrote: »My apologies if this was asked. Are these 'challenge difficulties' the same as the 'story mode' that Jessica mentioned in the reveal? I was/am looking forward to something like that!
Twohothardware wrote: »DenverRalphy wrote: »
That's it. That's all that was needed. So how did it come to this?
Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.
The idea is to let those people continue to play as is where nothing provides really any resistance.
Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.
Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.
The supposed feature they have proposed is extremely low effort as it is merely a debuff on the character. Honestly, it couldn't be more low-effort than this.
What strikes me the most is the low effort part. It shows they are unprepared to make a serious effort. They are just checking a box and moving on.
I am someone who has been asking for more challenging overland content since the initial vet nerf in 2014 and the proposed feature misses the mark in every way.
There is already a solution that's really easy to implement because the game launched with this feature: Vet overland instances. We don't need 20 difficulty levels. I just want combat to be at least mildly interesting.
I'm being 100% serious: I don't understand how *anyone* enjoys default overland content. It's so absurdly easy, it cannot actually even be considered a game.
Twohothardware wrote: »DenverRalphy wrote: »
That's it. That's all that was needed. So how did it come to this?
Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.
The idea is to let those people continue to play as is where nothing provides really any resistance.
Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.
Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.
Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.
Attorneyatlawl wrote: »Twohothardware wrote: »DenverRalphy wrote: »
That's it. That's all that was needed. So how did it come to this?
Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.
The idea is to let those people continue to play as is where nothing provides really any resistance.
Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.
Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.
Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.
Frankly, the game would be well served to have a higher default difficulty, and the current one be non default "story mode". People are left woefully unprepared by the game for multiplayer, or just harder content, later thanks to how simple the default is.
I also wouldn't expect the people bouncing off from the current low difficulty to see the option to raise it in time before just quitting.
Finally, as proposed, it is a PENALTY to use the challenge modes. You spend at least 5-6x as much time killing the mobs, but only get 2x xp. That's not even factoring in that it's, you know harder and thus should have extra rewards, not just breakeven.
I'll use it for questing for the challenge, but I not going to penalize myself just to have a better time with normal farming. Also, many players don't even need xp nowadays...
Attorneyatlawl wrote: »Twohothardware wrote: »DenverRalphy wrote: »
That's it. That's all that was needed. So how did it come to this?
Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.
The idea is to let those people continue to play as is where nothing provides really any resistance.
Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.
Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.
Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.
Frankly, the game would be well served to have a higher default difficulty, and the current one be non default "story mode". People are left woefully unprepared by the game for multiplayer, or just harder content, later thanks to how simple the default is.
I also wouldn't expect the people bouncing off from the current low difficulty to see the option to raise it in time before just quitting.
Finally, as proposed, it is a PENALTY to use the challenge modes. You spend at least 5-6x as much time killing the mobs, but only get 2x xp. That's not even factoring in that it's, you know harder and thus should have extra rewards, not just breakeven.
I'll use it for questing for the challenge, but I not going to penalize myself just to have a better time with normal farming. Also, many players don't even need xp nowadays...
I'm indifferent as to whether they rearrange what is the base difficulty as I don't think that matters that much. All they have to do is have a new character or player select their difficulty in character creation or upon a return log-in instead and relabel the present as Story and maybe the next tier as Normal.
As far as "punishment" the goal isn't to add massive rewards that make playing the higher difficulties necessary or all that efficient. It's there for the joy of the challenge itself.
That probably isn't compelling to some people but it's there for those that do want it. And for those still complaining about playing on Story - well that's their own fault.