flyingparchment wrote: »someone please convince me that i'm wrong here, because i don't see how this can possibly work.
SilverBride wrote: »I don't see how that will be any different than it is now where we have players of all different levels and skills fighting the same World Boss etc..
flyingparchment wrote: »i understand there are some people who think delves, public dungeons, etc. are devoid of players. this is not actually true, at least on PC-EU. it's very rare, outside of super off-peak times, that i'm in a delve or PD and there isn't at least one other player there, and usually more.
flyingparchment wrote: »so how can i possibly enjoy "challenge difficulty" on a harder difficulty, when there's almost always some other player around who's going to kill my public dungeon bosses in 3 seconds? where is the challenge? where is the difficulty?
flyingparchment wrote: »but ESO is not a single player game, it's an MMORPG.
The first 1,800CP is super mad. They just had their gaming experience ruined.
The current plan for hard mode content is terrible. I say this as someone who wasn't only upset with the removal of vet overland content, but also the original vet difficulty nerf during the summer of 2014.
The "feature" is actually a debuff on the character. No one asked for that! We can basically already do that by sabotaging our stats to weaken our characters.
I want a dangerous area to explore where I need to be sharp and pay attention. I don't want to drink a poison that weakens me among other unweakened players while we play together. The idea of that is repulsive to me.
I don't care that hard mode difficulty instances would be less populated. I would see that as a feature because it would allow for a sort of hm community of like-minded players.
I don't think there needs to be multiple hard mode difficulties. Just one would be enough for me. It would be the restoration of a feature we lost in 2014.
The current plan for hard mode content is terrible. I say this as someone who wasn't only upset with the removal of vet overland content, but also the original vet difficulty nerf during the summer of 2014.
The "feature" is actually a debuff on the character. No one asked for that! We can basically already do that by sabotaging our stats to weaken our characters.
I want a dangerous area to explore where I need to be sharp and pay attention. I don't want to drink a poison that weakens me among other unweakened players while we play together. The idea of that is repulsive to me.
I don't care that hard mode difficulty instances would be less populated. I would see that as a feature because it would allow for a sort of hm community of like-minded players.
I don't think there needs to be multiple hard mode difficulties. Just one would be enough for me. It would be the restoration of a feature we lost in 2014.
Also I agree with IMO only needing Normal and Vet, I don't think we need like, what, 5 difficulty settings?
Just leave Normal as is, and set up a Vet one that's like, IDK, mildly challenging. Middling Vet Dungeon tier perhaps?
PrinceShroob wrote: »Not to sound rude, but did you forget that a lot of quests put the player in a solo instance where there can definitionally be no other players around? A lot of people want higher overland difficulty specifically to make the difficulty of quest bosses--which tend to be fought solo, anyway--commensurate to their importance to the story.
frogthroat wrote: »I suppose if you set your difficulty and port somewhere, it could place you in an overland instance where most people have chosen the same difficulty.

NoireJin the Witchking wrote: »I always find it funny when peoples arguments are "YoU hAvE tO pLaY wItH mE iTs aN mMoRpG" the truth of the matter is if someone wants to play solo they will. I actively avoid doing things if there's tons of people doing it that ruins my immersion and know of others who do too, though i recognize that's anecdotal. It's different in places like the Night market/Dolmens/Harrowstorms etc. because that's fun to do in a group. While keeping communal areas non instanced like towns and cities.
Just add group specific zones like the Night market to keep up the MMO aspect, overland/delves public dungeons should otherwise be instanced.
However if i want to play in an instance with like minded players on the same difficulty as me then that is MY choice. You don't need to come off as some creepy dude at a bar who got rejected bc i don't want to play with you. It's my choice to choose if i want to interact with you, regardless if its an MMO or not.
There needs to be 2 difficulty settings. Normal and Vet, that way instances wouldn't split the players up immensely. Normal folks can play with their own and vet folks can play with theirs.
While also ZOS needs to take active measures to increase the Socialization in this game OUTSDIE of force grouping players. We can have both instances and a robust social system that encourages players grouping and working together. just saying "we don't want to split the player base" is inherently lazy and the worst of the options. Overhaul to group finders, adding guild missions to work towards guild specific rewards like a guild base etc and adding layers to grouping via rewards would be a start. Incentivize grouping rather than forcing grouping.
Again, being an MMO does not mean we HAVE to play together. I can enjoy your presence but i dont have to interact with you. Plenty of successful MMOs do that and are fine.
I agree with the OP, and I wasn't even really someone who cared to have more difficult overland. Like yeah I would like for it but it wasn't a huge thing for me.
I'd likely play with this system, but I do think having players on vastly different difficulties in the same instance is going to cause so much fighting and trolling and even accidental spoilering of fun. I just do NOT see it ending well.
And yes I play at randomly different hours on PC-NA, and never once have I been fully and entirely alone in a public area. Maybe at first, but usually SOMEONE is around.
Sadly this system seems to have been done in the most poor, lazy, and conflicting way possible and it's really sad, I truly hope they reconsider.
NoireJin the Witchking wrote: »I always find it funny when peoples arguments are "YoU hAvE tO pLaY wItH mE iTs aN mMoRpG" the truth of the matter is if someone wants to play solo they will. I actively avoid doing things if there's tons of people doing it that ruins my immersion and know of others who do too, though i recognize that's anecdotal. It's different in places like the Night market/Dolmens/Harrowstorms etc. because that's fun to do in a group. While keeping communal areas non instanced like towns and cities.
Just add group specific zones like the Night market to keep up the MMO aspect, overland/delves public dungeons should otherwise be instanced.
However if i want to play in an instance with like minded players on the same difficulty as me then that is MY choice. You don't need to come off as some creepy dude at a bar who got rejected bc i don't want to play with you. It's my choice to choose if i want to interact with you, regardless if its an MMO or not.
There needs to be 2 difficulty settings. Normal and Vet, that way instances wouldn't split the players up immensely. Normal folks can play with their own and vet folks can play with theirs.
While also ZOS needs to take active measures to increase the Socialization in this game OUTSDIE of force grouping players. We can have both instances and a robust social system that encourages players grouping and working together. just saying "we don't want to split the player base" is inherently lazy and the worst of the options. Overhaul to group finders, adding guild missions to work towards guild specific rewards like a guild base etc and adding layers to grouping via rewards would be a start. Incentivize grouping rather than forcing grouping.
Again, being an MMO does not mean we HAVE to play together. I can enjoy your presence but i dont have to interact with you. Plenty of successful MMOs do that and are fine.
Don’t know why some are against options that would greatly cater to far more players of different skill sets.
NoireJin the Witchking wrote: »I always find it funny when peoples arguments are "YoU hAvE tO pLaY wItH mE iTs aN mMoRpG" the truth of the matter is if someone wants to play solo they will. I actively avoid doing things if there's tons of people doing it that ruins my immersion and know of others who do too, though i recognize that's anecdotal. It's different in places like the Night market/Dolmens/Harrowstorms etc. because that's fun to do in a group. While keeping communal areas non instanced like towns and cities.
Just add group specific zones like the Night market to keep up the MMO aspect, overland/delves public dungeons should otherwise be instanced.
However if i want to play in an instance with like minded players on the same difficulty as me then that is MY choice. You don't need to come off as some creepy dude at a bar who got rejected bc i don't want to play with you. It's my choice to choose if i want to interact with you, regardless if its an MMO or not.
There needs to be 2 difficulty settings. Normal and Vet, that way instances wouldn't split the players up immensely. Normal folks can play with their own and vet folks can play with theirs.
While also ZOS needs to take active measures to increase the Socialization in this game OUTSDIE of force grouping players. We can have both instances and a robust social system that encourages players grouping and working together. just saying "we don't want to split the player base" is inherently lazy and the worst of the options. Overhaul to group finders, adding guild missions to work towards guild specific rewards like a guild base etc and adding layers to grouping via rewards would be a start. Incentivize grouping rather than forcing grouping.
Again, being an MMO does not mean we HAVE to play together. I can enjoy your presence but i dont have to interact with you. Plenty of successful MMOs do that and are fine.
I also mostly agree what you wrote. A couple additional insights subjectively: After reading many many posts about two groups being against each others, I also strongly think maybe it really is time to do opposite of "we don't want to split the player base". The people who think MMOs must be played with groups only and solo players are not belong to ESO, and the people who enjoys MMOs solo and do not want to group up with others inside forced group content with better rewards.
Challange difficulty is a good oppurtunity to put these 2 group of players aka casuals and hardcore diehards into different instances can solve some problems. There are different categories like casuals who like hard overland for instance, but if there will be four, five different instances I am sure everyone can find a place for themselves, like it is said towns, cities etc should be for all.
But anyways it is a good start to give different levels for everyone, it can be perfected in time. Options are always better than forcing people to play the way they do not want.