Alternatively, does this change risk further alienating a subset of the player population and increasing the rate of burnout & quitting?
How will a brand new player feel when confronted with the Overland difficulty in an already complex game?
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.
Not all trials have perfected gear. Drops from vet dungeons aren't any different except them being purple quality instead of blue.
Is this change going to facilitate player growth, progression, and mode-mobility/adaptability, or is this going to widen the already existing gaps in the player base and reinforce player hierarchies?
AlexanderDeLarge wrote: »In normal overland content you're killing enemies faster than they can perform whatever mechanics they have, and they're doing so little damage that you're able to ignore what little they manage to do before you kill them. These challenge modes will allow players to learn the importance of resource management, sustain, positioning, blocking, dodging and bashing without feeling like they're holding the whole dungeon/trial group back.
Franchise408 wrote: »
Don’t forget to add the /s LOLFranchise408 wrote: »
Honestly First Descendant does overland toggle really well, in terms of you just turn it off and on from the map. It IS instanced, so doubles the amount of locations, but there's no penalty or cost for going up and down difficulties, you just swap and travel to their version of a way shrine. Their gameplay loop is different, so they do have added rewards for doing things on hard mode, but that's because it's a looter shooter not an mmorpg. I don't think there should be any added rewards in ESO at all. The mode is being added because people want to fight harder content. It is it's own reward.
The big thing I AM seeing in this thread though is that less capable players are essentially wanting to punish more capable players. I am sure that's not the intention, but telling people they should have to pay real money to change game difficulties is wild. Trying to outcast players who are better than you (let's face it, killing it faster means they know their class/playstyle better) to different zones like Cyrodiil is such an odd take. This game is meant to be about fun. It is not "abusing the system" to want to do surveys quickly but also wanting a challenging fight when you're in the mood to play it.
Either way there are two options - they add a vet overland toggle or they don't. If they don't, it stays the same as now with mobs being stacked and slaughtered and everyone quite upset. If they do add it, there will be times this doesn't happen. It's a net gain so long as they actual servers can handle it.
Why are you assuming that those who do not want a quick toggle on difficulty are less "capable."
Overland is so toxic with farmers and entitled players that is feels unplayable at times. This day, I advised a new player to refund and find a new game because they were unhappy about having a resource taken while they were fighting the beast beside it. It is frustrating that players are both toxic and rude. But, that is not going to change because the development promotes that kind of behavior. If a new player feels frustrated that it is happening to them, better they get their money back than hope the game changes attitudes.
Perhaps, if there are foes triggered by interacting with a resource node, the development team could tie that resources to defeating the foe rather than allowing it to be stolen away by a toxic farmer. Perhaps?
Overland is so toxic with farmers and entitled players that is feels unplayable at times. This day, I advised a new player to refund and find a new game because they were unhappy about having a resource taken while they were fighting the beast beside it. It is frustrating that players are both toxic and rude. But, that is not going to change because the development promotes that kind of behavior. If a new player feels frustrated that it is happening to them, better they get their money back than hope the game changes attitudes.
Perhaps, if there are foes triggered by interacting with a resource node, the development team could tie that resources to defeating the foe rather than allowing it to be stolen away by a toxic farmer. Perhaps?