SilverBride wrote: »Giving players their own instance of a delve or other content won't work because they don't want to separate the players.
NoireJin the Witchking wrote: »SilverBride wrote: »Giving players their own instance of a delve or other content won't work because they don't want to separate the players.
"wont work" isn't true in the slightest, it's a choice due to them not wanting to. It will most definitely will work. However it's less work to use the guise of "not wanting to split the player base". Inherently the essence of MMOS outside of matchmaking is split already. Some solo, some group.
Rather then people who want to play harder having to put up with the jank, they should do a little more leg work on this system, rather than obfuscating with the excuse of "Not wanting to split the player base"
/script JumpToHouse("@Hateful_Huske")
SilverBride wrote: »NoireJin the Witchking wrote: »SilverBride wrote: »Giving players their own instance of a delve or other content won't work because they don't want to separate the players.
"wont work" isn't true in the slightest, it's a choice due to them not wanting to. It will most definitely will work. However it's less work to use the guise of "not wanting to split the player base". Inherently the essence of MMOS outside of matchmaking is split already. Some solo, some group.
Rather then people who want to play harder having to put up with the jank, they should do a little more leg work on this system, rather than obfuscating with the excuse of "Not wanting to split the player base"
Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.
NoireJin the Witchking wrote: »SilverBride wrote: »Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.
It's an artificial requirement one subject to change as they also mentioned after analyzing feedback, it's not a infallible position. Saying it wont work infers a technical limitation. Its more accurate to say they don't want to. Using wont work plays into the idea of it not being feasible. Again, it is.
TX12001rwb17_ESO wrote: »In theory they could make it so the difficulty of an enemy in overland is determined by who first engages it.
TX12001rwb17_ESO wrote: »In theory they could make it so the difficulty of an enemy in overland is determined by who first engages it.
SilverBride wrote: »NoireJin the Witchking wrote: »SilverBride wrote: »Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.
It's an artificial requirement one subject to change as they also mentioned after analyzing feedback, it's not a infallible position. Saying it wont work infers a technical limitation. Its more accurate to say they don't want to. Using wont work plays into the idea of it not being feasible. Again, it is.
All I'm saying is it is not feasible with the current requirement in place.
Where did they say this requirement was subject to change? I know they mentioned expanding the system based on how it goes initially and the feedback they get, but I don't remember them saying they would remove the requirement of not splitting the players.
I like having multiple levels of difficulties as it grants me increased freedom to adjust my playstyle in more nuanced ways!
If I find Vestige to be too demanding for me, I can switch down to Master or Seasoned. With this, I can still be immersed with the gameplay difficulty without it being too easy. This also gives players a stronger sense of progression as they work their way up from one tier to the next. Two difficulties is not enough; it shouldn’t be all or nothing.
Don’t know why some are against options that would greatly cater to far more players of different skill sets.
NoireJin the Witchking wrote: »However if i want to play in an instance with like minded players on the same difficulty as me then that is MY choice.
As others said, a fair amount of story content puts you into solo instances.
tomofhyrule wrote: »Out of curiosity, even if the difficulty levels were instanced, wouldn’t someone on your same difficulty level coming to fight the boss with you make it that much easier just due to having more people? Is that just as bad, or is it ok since they’re not on low difficulty?
(aka, is the problem that you want to solo it, or you just don’t want noobs around)

NoireJin the Witchking wrote: »SilverBride wrote: »Where did they say this requirement was subject to change? I know they mentioned expanding the system based on how it goes initially and the feedback they get, but I don't remember them saying they would remove the requirement of not splitting the players.
Again, i think its the importance of that particular language that's being used. Of course it's not feasible if that asinine requirement in place. It's like me standing in a doorway and saying to someone who wants to pass "You cant walk past me" yeah... but must i be blocking that doorway?
But that requirement is not an absolute and it doesn't have to be. and they said "subject to change based on feedback once the system reaches the Public Test Server." but regarding the numbers of the different levels but it's not hard to believe if a good number of people want a certain change it wouldn't be unreasonable to provide that feedback to ZOS.
tomofhyrule wrote: »Out of curiosity, even if the difficulty levels were instanced, wouldn’t someone on your same difficulty level coming to fight the boss with you make it that much easier just due to having more people? Is that just as bad, or is it ok since they’re not on low difficulty?
(aka, is the problem that you want to solo it, or you just don’t want noobs around)
What if it was only 1 high-end player, doing only 20% of normal damage, we'll call it 15% with the extra movement. They've just spent 20 minutes getting the boss down to 50%. Another high-end player comes in, on normal difficulty and takes the boss from 50% to 0% in less than 2 minutes.
tomofhyrule wrote: »Which, as I said, is exactly what happens now. A low-skill player who has 15% of the DPS of a vet player is struggling for 20 minutes, before some DPS monster wipes the rest in a matter of seconds.
Is that just as infuriating? Or is that acceptable since the high skill player is the one who’s looking like a god instead of getting shown up?
And again, no single person has a monopoly on public enemies. If you want to solo a boss to show you can, there are instanced content (i.e. the story bosses, Archive, arenas, dungeons) that one can enter solo and show their stuff.
tomofhyrule wrote: »Which, as I said, is exactly what happens now. A low-skill player who has 15% of the DPS of a vet player is struggling for 20 minutes, before some DPS monster wipes the rest in a matter of seconds.
Is that just as infuriating? Or is that acceptable since the high skill player is the one who’s looking like a god instead of getting shown up?
And again, no single person has a monopoly on public enemies. If you want to solo a boss to show you can, there are instanced content (i.e. the story bosses, Archive, arenas, dungeons) that one can enter solo and show their stuff.
Sorry, but the differential is nowhere near that high at present. The power differential between 160CP and 1,800CP is only around 20% - 30% at most.
In addition, that's simply the nature of an MMO - but ZOS are changing that by adding increased difficulty and marketing it as a challenge and sense of accomplishment. That isn't how it is at present.
ZOS are creating the problem.