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.
AlexanderDeLarge wrote: »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.
People complained about the gap in difficulty because there was a gap and now they've addressed it with this system scaling all the way up to 600% dmg received/20% output. They're not exacerbating a problem because the problem has been addressed.
Depending on how this scaling actually works in practice, this overland content may be more challenging than most DLC dungeons on veteran.
In arenas, you have perfected gear. In trials and dungeons you have epic and legendary tier drops. I've gotten gold jewelry from trials. The average person is still able to refine their gear up to gold if they want. I don't see any reason to break that consistency, reward structures should be consistent and predictable without having to wiki everything and discover the odd exception to a general rule. Purples should drop.
AlexanderDeLarge wrote: »AlexanderDeLarge wrote: »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.
People complained about the gap in difficulty because there was a gap and now they've addressed it with this system scaling all the way up to 600% dmg received/20% output. They're not exacerbating a problem because the problem has been addressed.
Depending on how this scaling actually works in practice, this overland content may be more challenging than most DLC dungeons on veteran.
In arenas, you have perfected gear. In trials and dungeons you have epic and legendary tier drops. I've gotten gold jewelry from trials. The average person is still able to refine their gear up to gold if they want. I don't see any reason to break that consistency, reward structures should be consistent and predictable without having to wiki everything and discover the odd exception to a general rule. Purples should drop.
Quoting myself because I'm still not seeing any logical reason to draw the line at overland for veteran rewards. It's such an arbitrary line being drawn.
Tommy_The_Gun wrote: »The issue I see with increased difficulty is that it needs to be totally optional. It needs to be a choice that each individual player makes and not something that is forced upon. But, since there are going to be rewards for it, it means that it is not going to be totally optional, but rather another achievement / reward / fomo based system.
Increased gold will affect in-game economy & prices.
Increased EXP gain will affect not only how fast you progress but most importantly - will also affect how things will get balanced in the future. For example, if on average you will be able to level up skills & character too fast - devs will just increase base exp needed to progress skills & level etc. On top of that it will stack with ESO+.
And Golden Pursuits & time limited challenges that will require for example to beat that specific boss or group dungeon on "hardest & hardest difficulty" etc ? Don't even get me started. Sounds way too toxic.
I have seen this happened in pretty much every game so far. Stuff gets adjusted to what is considered "new norm". If in this game "new norm" will be what on average players do, then most likely majority of player base will use that harder difficulty, meaning that players who play on "normal" - will get penalised for it.
Tommy_The_Gun wrote: »The issue I see with increased difficulty is that it needs to be totally optional. It needs to be a choice that each individual player makes and not something that is forced upon. But, since there are going to be rewards for it, it means that it is not going to be totally optional, but rather another achievement / reward / fomo based system.
Increased gold will affect in-game economy & prices.
Increased EXP gain will affect not only how fast you progress but most importantly - will also affect how things will get balanced in the future. For example, if on average you will be able to level up skills & character too fast - devs will just increase base exp needed to progress skills & level etc. On top of that it will stack with ESO+.
And Golden Pursuits & time limited challenges that will require for example to beat that specific boss or group dungeon on "hardest & hardest difficulty" etc ? Don't even get me started. Sounds way too toxic.
I have seen this happened in pretty much every game so far. Stuff gets adjusted to what is considered "new norm". If in this game "new norm" will be what on average players do, then most likely majority of player base will use that harder difficulty, meaning that players who play on "normal" - will get penalised for it.
I thought I was the only one concerned about the "Overland (or now, Challenge) Difficulty" feature coming to the game. In my very humble opinion choosing a higher difficulty should *not* result in any higher rewards whatsoever. If people choose to do it because they don't feel challenged, then by all means choose to increase the difficulty for yourself. But absolutely not at the cost of penalising regular players. The idea to eventually interface it with other reward systems like Golden Pursuits is even worse. Personally, I like the game the way it is. There's plenty of challenging content. But that's just my opinion.
Attorneyatlawl wrote: »Tommy_The_Gun wrote: »The issue I see with increased difficulty is that it needs to be totally optional. It needs to be a choice that each individual player makes and not something that is forced upon. But, since there are going to be rewards for it, it means that it is not going to be totally optional, but rather another achievement / reward / fomo based system.
Increased gold will affect in-game economy & prices.
Increased EXP gain will affect not only how fast you progress but most importantly - will also affect how things will get balanced in the future. For example, if on average you will be able to level up skills & character too fast - devs will just increase base exp needed to progress skills & level etc. On top of that it will stack with ESO+.
And Golden Pursuits & time limited challenges that will require for example to beat that specific boss or group dungeon on "hardest & hardest difficulty" etc ? Don't even get me started. Sounds way too toxic.
I have seen this happened in pretty much every game so far. Stuff gets adjusted to what is considered "new norm". If in this game "new norm" will be what on average players do, then most likely majority of player base will use that harder difficulty, meaning that players who play on "normal" - will get penalised for it.
I thought I was the only one concerned about the "Overland (or now, Challenge) Difficulty" feature coming to the game. In my very humble opinion choosing a higher difficulty should *not* result in any higher rewards whatsoever. If people choose to do it because they don't feel challenged, then by all means choose to increase the difficulty for yourself. But absolutely not at the cost of penalising regular players. The idea to eventually interface it with other reward systems like Golden Pursuits is even worse. Personally, I like the game the way it is. There's plenty of challenging content. But that's just my opinion.
Challenge modes are actually a penalty now, not increased rewards. Mobs hit for 600% damage, take 500% damage to kill (so 5x as slow to kill them), but you only get 200% of the xp as normal. They'd need to ramp it to at least 5-700% xp just to even it out, let alone make it be better xp than adventurer mode.
Even if they did 1000% xp, which would make perfect sense, it still isn't forcing anyone into anything. It would just be a slight reward boost for doing something that's harder. And frankly, xp isn't a big reward as many players are well past needing it
I'm in it for the "mobs don't die in 1 hit" aspect while questing, but since I still need champ ranks I'll be continuing to farm on normal after that. If they evened out the rewards or made them better than normal difficulty, I'd farm in the higher mode for the challenge. As-is it is a massive penalty on xp for those who want to play on vestige.
And yes, higher difficulty should have better rewards than just the challenge itself, just like everything else challenging in the game does. Realistically it should probably be 700%+ xp bonus and have chances to drop gold materials or whatnot. Again though, I'll use it for questing because I don't want the bosses to fall over before I can even hear a single voice line...
spartaxoxo wrote: »The amount of damage you lose is not covered by the exp/gold gain. It's in no way forced. There's a small modifier so people don't feel punished. You'll be able to use it to get a bit more in crowded spaces like dolmens.
But anyone who thinks they need to quest with it is actually losing out on exp efficiency overall.
ESO_player123 wrote: »AlexanderDeLarge wrote: »AlexanderDeLarge wrote: »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.
People complained about the gap in difficulty because there was a gap and now they've addressed it with this system scaling all the way up to 600% dmg received/20% output. They're not exacerbating a problem because the problem has been addressed.
Depending on how this scaling actually works in practice, this overland content may be more challenging than most DLC dungeons on veteran.
In arenas, you have perfected gear. In trials and dungeons you have epic and legendary tier drops. I've gotten gold jewelry from trials. The average person is still able to refine their gear up to gold if they want. I don't see any reason to break that consistency, reward structures should be consistent and predictable without having to wiki everything and discover the odd exception to a general rule. Purples should drop.
Quoting myself because I'm still not seeing any logical reason to draw the line at overland for veteran rewards. It's such an arbitrary line being drawn.
Arenas/trails/dungeons have limits on the number of people that participate in the activity. In overland we can have as many people pile up on the boss as the instance supports. So, dropping gold gear seems an overkill.
tohopka_eso wrote: »spartaxoxo wrote: »The amount of damage you lose is not covered by the exp/gold gain. It's in no way forced. There's a small modifier so people don't feel punished. You'll be able to use it to get a bit more in crowded spaces like dolmens.
But anyone who thinks they need to quest with it is actually losing out on exp efficiency overall.
Hey, wanted to get with you on the way LotRO has there's. not to long ago, I signed into that game after being away for quite some time and even though I'm not a person that likes to challenge themselves in a game I decided to take a look at it.
So, there is a quest NPC you hail and they have a series of of difficulty challenges you can turn on. The reward was some kind of currency you can only get from that. there is some kind of bonus if you start before level 10 though.
So I gave it a try, but the quests themselves are straight forward but it was hard to tell if anything was harder or if it was working correctly. I gave a /shout out and I got the same responses as here. Some were positive and others negative on the whole.
I tried it again on a new character and that was when I noticed the slight increase. Rewards, if you want to call them that in that game was same whether on normal or higher but it was the new currency you wanted. I never got to far in it (I missed my ESO characters) but I think it was the right path.
I don't know maybe something to consider.
AlexanderDeLarge wrote: »ESO_player123 wrote: »AlexanderDeLarge wrote: »AlexanderDeLarge wrote: »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.
People complained about the gap in difficulty because there was a gap and now they've addressed it with this system scaling all the way up to 600% dmg received/20% output. They're not exacerbating a problem because the problem has been addressed.
Depending on how this scaling actually works in practice, this overland content may be more challenging than most DLC dungeons on veteran.
In arenas, you have perfected gear. In trials and dungeons you have epic and legendary tier drops. I've gotten gold jewelry from trials. The average person is still able to refine their gear up to gold if they want. I don't see any reason to break that consistency, reward structures should be consistent and predictable without having to wiki everything and discover the odd exception to a general rule. Purples should drop.
Quoting myself because I'm still not seeing any logical reason to draw the line at overland for veteran rewards. It's such an arbitrary line being drawn.
Arenas/trails/dungeons have limits on the number of people that participate in the activity. In overland we can have as many people pile up on the boss as the instance supports. So, dropping gold gear seems an overkill.
I understand that, but is that any worse than people paying for veteran DLC dungeon and trial clears? Gold gear would be an extremely rare drop just as it is in other modes, and any concern about this is easily resolved by having the first player "tag" an enemy with an attack, difficulty scaling applies. Dungeons throw purple gear at you already so I don't think purples are a concern.
Alternatively just give us a different overland layer for the different difficulties, after crossplay is implemented so no one loses any players.
ESO_player123 wrote: »AlexanderDeLarge wrote: »AlexanderDeLarge wrote: »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.
People complained about the gap in difficulty because there was a gap and now they've addressed it with this system scaling all the way up to 600% dmg received/20% output. They're not exacerbating a problem because the problem has been addressed.
Depending on how this scaling actually works in practice, this overland content may be more challenging than most DLC dungeons on veteran.
In arenas, you have perfected gear. In trials and dungeons you have epic and legendary tier drops. I've gotten gold jewelry from trials. The average person is still able to refine their gear up to gold if they want. I don't see any reason to break that consistency, reward structures should be consistent and predictable without having to wiki everything and discover the odd exception to a general rule. Purples should drop.
Quoting myself because I'm still not seeing any logical reason to draw the line at overland for veteran rewards. It's such an arbitrary line being drawn.
Arenas/trails/dungeons have limits on the number of people that participate in the activity. In overland we can have as many people pile up on the boss as the instance supports. So, dropping gold gear seems an overkill.
spartaxoxo wrote: »tohopka_eso wrote: »spartaxoxo wrote: »The amount of damage you lose is not covered by the exp/gold gain. It's in no way forced. There's a small modifier so people don't feel punished. You'll be able to use it to get a bit more in crowded spaces like dolmens.
But anyone who thinks they need to quest with it is actually losing out on exp efficiency overall.
Hey, wanted to get with you on the way LotRO has there's. not to long ago, I signed into that game after being away for quite some time and even though I'm not a person that likes to challenge themselves in a game I decided to take a look at it.
So, there is a quest NPC you hail and they have a series of of difficulty challenges you can turn on. The reward was some kind of currency you can only get from that. there is some kind of bonus if you start before level 10 though.
So I gave it a try, but the quests themselves are straight forward but it was hard to tell if anything was harder or if it was working correctly. I gave a /shout out and I got the same responses as here. Some were positive and others negative on the whole.
I tried it again on a new character and that was when I noticed the slight increase. Rewards, if you want to call them that in that game was same whether on normal or higher but it was the new currency you wanted. I never got to far in it (I missed my ESO characters) but I think it was the right path.
I don't know maybe something to consider.
Thanks for sharing! What was the currency able to be used on?
I think difficulty levels for overland content must be implemented and they must not divide player base. The only cheap and fast option as i can see is placing debuff on player, who decided increase difficulty of overland content.
I think, that ZOS need make difficulty sliders in the game menu, which will place invisible debuff on player's character, similar to Vulnerability and Maim, debuff will be applied only in overland areas:
- normal -> x1.5 -> x2 -> x3 -> x5 -> x7 -> x10 more damage player receives from monsters except world bosses
- normal -> x1.5 -> x2 -> x3 -> x5 -> x7 -> x10 less damage player deals to monsters except world bosses
And, maybe, additionally (if it doesn't take long for the developers to mark all quest and delve bosses as a separate subclass):
- normal -> x1.5 -> x2 -> x3 -> x5 -> x7 -> x10 -> x15 -> x20 more damage player receives from delve bosses
- normal -> x1.5 -> x2 -> x3 -> x5 -> x7 -> x10 -> x15 -> x20 less damage player deals to delve bosses
- normal -> x1.5 -> x2 -> x3 -> x5 -> x7 -> x10 -> x15 -> x20 more damage player receives from quest bosses
- normal -> x1.5 -> x2 -> x3 -> x5 -> x7 -> x10 -> x15 -> x20 less damage player deals to quest bosses
Because quest and delve bosses have too low HP (so you often can't even see their mechanics) and need separate slider, it will also helps those players who don't want regular monsters to be stronger, but only quest or delve bosses.
Buff/Debuff system is already in game and will cost nothing to implement. Also i don't think that 6 more debuffs on character will drop performance in overland areas, especially that quest and delve debuffs could be applied only in specific areas.
No additional rewards or exp, because it will lead to exploits, feeling forced to do something and frustration. This sliders needed to adjust duration and lethality of the combat.
New players or those who enjoy game as it is now don't lose anything, they will just keep playing as it is. Farmers, chest runners, item hunters can also leave all as it is now, to not slow down their activities. But players who want more challenge in questing will be able to adjust difficulty according to their skill and role (Tank/Healer/DD). Tanks will increase damage taken, to feel more danger in fights, DDs will increase HP of monsters and bosses to have the opportunity at last see their skills and mechanics
In difficulty menu must be option to fast turn off and turn on previously set parameters, if player want to change activity.
This method of implementing difficulty levels for overland content has one flaw: some other player can just run in and kill all in a blink of an eye. So i think quest bosses must be in separate instances and there must be an option in menu to make first run of the delve in separate instance as well.
Also i am for story or solo mode for dungeons(without set items drop), but this is topic of another thread.
tohopka_eso wrote: »spartaxoxo wrote: »tohopka_eso wrote: »spartaxoxo wrote: »The amount of damage you lose is not covered by the exp/gold gain. It's in no way forced. There's a small modifier so people don't feel punished. You'll be able to use it to get a bit more in crowded spaces like dolmens.
But anyone who thinks they need to quest with it is actually losing out on exp efficiency overall.
Hey, wanted to get with you on the way LotRO has there's. not to long ago, I signed into that game after being away for quite some time and even though I'm not a person that likes to challenge themselves in a game I decided to take a look at it.
So, there is a quest NPC you hail and they have a series of of difficulty challenges you can turn on. The reward was some kind of currency you can only get from that. there is some kind of bonus if you start before level 10 though.
So I gave it a try, but the quests themselves are straight forward but it was hard to tell if anything was harder or if it was working correctly. I gave a /shout out and I got the same responses as here. Some were positive and others negative on the whole.
I tried it again on a new character and that was when I noticed the slight increase. Rewards, if you want to call them that in that game was same whether on normal or higher but it was the new currency you wanted. I never got to far in it (I missed my ESO characters) but I think it was the right path.
I don't know maybe something to consider.
Thanks for sharing! What was the currency able to be used on?
I'll have to check again. At the moment my Internet is down due to the winter storm that is hitting my area. When it is back up I'll check.
I found this link though https://lotro-wiki.com/wiki/Landscape_Difficulty