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?
Not perfect, but least they are working towards a solution, not just letting it rot.
spartaxoxo wrote: »A lot of major quest stuff is instanced already
there's really no reasonable expectation that a public dungeon would be a solo instance.
You also don't run into people constantly because they already keep the instances populated in such a way that we're not tripping over each other all time.
CalamityCat wrote: »If someone joined in on a harder fight with their difficulty lower, I can easily just wait for the next spawn and try again. Unless there's an event on, it's not that much of an inconvenience.
Is it genuinely that difficult for players to take turns in a multiplayer game? Actually don't answer that, I know the answer already!
flyingparchment wrote: »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..
so we have a new system, and you don't see how it's any different to the current system. sure, i agree. but, you get that this is exactly what i'm complaining about, right?
the whole point of challenge difficulty is to introduce a new system which is better for more skilled players. if it's indistinguishable from the current system, what is the point of it?
SilverBride wrote: »That is no different than it is now.
Do we need yet another thread for this?
flyingparchment wrote: »SilverBride wrote: »That is no different than it is now.
please stop saying "this is the same as it is now" over and over again. you've made this comment 3-4 times in this thread alone. do you not understand that the purpose of introducing a new system is so that things will not be the same as they are they? that's the entire point of having a new system.
SilverBride wrote: »Challenge modes aren't supposed to replace how overland works. It's only to make the combat more difficult for those that opt in.
flyingparchment wrote: »spartaxoxo wrote: »A lot of major quest stuff is instanced already
it really isn't. a small amount of specific areas are instanced, but the overwhelming majority of quests are in overland.there's really no reasonable expectation that a public dungeon would be a solo instance.
right, of course not. this is exactly why ZOS's proposal doesn't work.You also don't run into people constantly because they already keep the instances populated in such a way that we're not tripping over each other all time.
i constantly run into other people in delves, PD, and even zone quests. like i said in OP -- it's very unusual that i'm in a PD or a delve and there's no other player there. i think you play on Playstation, and maybe things are different there, but it's not like this on PCEU.
spartaxoxo wrote: »And base game stuff outside of popular farming areas is pretty low pop in my experience.
I took a couple of videos this weekend, just gotta get them up here. Because I did consider that maybe this is a server thing so I should ask y'all if this is what y'all are seeing.
flyingparchment wrote: »SilverBride wrote: »Challenge modes aren't supposed to replace how overland works. It's only to make the combat more difficult for those that opt in.
sure. now please read my original post and try to understand the point i'm making:
this will not make combat more difficult for those who opt in
if 3 people are waiting to kill a delve boss, and i'm on Vestige difficulty, and they're all on Adventurer, they will kill the boss instantly. there is no increase in difficulty, even though i opted in.
does that help you understand what i'm complaining about? this system is designed to provide an increase in difficulty, but it does not do that.
flyingparchment wrote: »spartaxoxo wrote: »And base game stuff outside of popular farming areas is pretty low pop in my experience.
I took a couple of videos this weekend, just gotta get them up here. Because I did consider that maybe this is a server thing so I should ask y'all if this is what y'all are seeing.
you originally said "base game stuff outside of popular farming areas is pretty dead", then edited it to say "low pop", but either way i don't think this is true in a way that affects what ZOS are proposing.
let me, again, repeat a common situation i run into while doing base game dailies for scripts etc.: it is extremely unusual that i go into a delve and there isn't at least 1 person, and usually more, waiting to kill the boss. if i'm in a PD, it is extremely unusual that there isn't another player around. in fact, it's fairly uncommon that i need to kill anything in a PD, since all the stuff on the way to the mage's guild daily will be dead.
as i said, i play on PCEU, and maybe this is different on other servers, but i can only talk about the game i actually play. is this different for you? if you regularly find public dungeons deserted, i can see why you wouldn't have such an issue with ZOS proposal, but it simply does not work for PCEU players -- and there are quite a few of us.
https://youtu.be/S1DFDCyeIhY SilverBride wrote: »I believe the complaint is that other players not opting in to difficulty may jump in and fight the enemy too, defeating it faster. But that's what happens in the open world.
From what it said this way even though the lower difficulty player(s) likely "kill" the mob first, it's only a phantom kill (the mob becomes ghosted, but only for them), meanwhile the same mob keeps fighting the higher difficulty player - and in this way the combat immersion of the higher difficulty player is preserved.
flyingparchment wrote: »SilverBride wrote: »I believe the complaint is that other players not opting in to difficulty may jump in and fight the enemy too, defeating it faster. But that's what happens in the open world.
will you please stop repeating "but this is how things work now" and instead try to engage with the point being made in this thread? yes, this is how things work now. but the entire point of overland difficulty is we don't want things to work how they do now. do you understand that?
the reason players have been asking for overland difficulty for so many years is because we don't like how things work now.
flyingparchment wrote: »SilverBride wrote: »I believe the complaint is that other players not opting in to difficulty may jump in and fight the enemy too, defeating it faster. But that's what happens in the open world.
will you please stop repeating "but this is how things work now" and instead try to engage with the point being made in this thread? yes, this is how things work now. but the entire point of overland difficulty is we don't want things to work how they do now. do you understand that?
the reason players have been asking for overland difficulty for so many years is because we don't like how things work now.
SilverBride wrote: »flyingparchment wrote: »SilverBride wrote: »I believe the complaint is that other players not opting in to difficulty may jump in and fight the enemy too, defeating it faster. But that's what happens in the open world.
will you please stop repeating "but this is how things work now" and instead try to engage with the point being made in this thread? yes, this is how things work now. but the entire point of overland difficulty is we don't want things to work how they do now. do you understand that?
the reason players have been asking for overland difficulty for so many years is because we don't like how things work now.
I get it, but as @tomofhyrule just pointed out, for years players complaints were about Story Bosses being defeated too fast, not about other players interfering with World Boss fights, etc..
I am sorry it is not what some were expecting, but players are getting what they asked for.
EDIT to clarify.
flyingparchment wrote: »Do we need yet another thread for this?
until ZOS realise this system won't work -- yes, i hope someone posts at least one thread on this per week. we've seen they listen to PTS feedback, so we can hope they also listen to feedback on things that aren't on PTS yet.
since the vast majority of posts in this thread are people agreeing with me, i hope ZOS might pay attention.
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.
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.
It could, but it won't.