We have a few separate priorities for different groups
- Want to keep players together/ don’t instance everyone (ZOS)
- Want to ensure that extra rewards are appropriate for challenge level
- Want to ensure that extra rewards are not exploitable by design
- Want to let players choose their own difficulty, rather than choose where to find their difficulty (i.e choosing veteran mode over normal dungeons)
I think we can satisfy the first three stated priorities while relaxing the fourth and still get a system that is rewarding to those who participate in it 90% of the time.
My idea would be a tag system in which when an enemy is hit by a player, the enemy’s difficulty and rewards are set to the MINIMUM difficulty of the players who have currently tagged that enemy (or their group members). Here’s an example:
You are playing on Vestige. You are fighting a boss in a public delve, and you are alone. A random player comes in and attacks the boss but is on Master difficulty. Now the boss (and rewards) for the Vestige player are set to Master for this enemy only. If someone comes along with adventure difficulty, then the difficulty scales down further.
A point of frustration I can see with this is that you might spend X amount of time on a boss and then someone comes along and makes it easier right at the end, reducing the rewards. I concede that this sucks but it allows us to avoid the other problems.
This idea has been brought up in the main overland content feedback thread more than once. I think it's unnecessary and will create as many or more problems than it tries to solve. First of all, with the way things are now, most players in overland rarely encounter scenarios with large groups unless they're collectively and deliberately trying to do something as fast as possible, like dolmen farming in Alik'r. In this case, it doesn't particularly matter because they all share the same idea and they're probably not interested in using the challenge toggle anyway. In other cases like world bosses, where solo players often gather together, it might be that the fight is a little easier for those who have decided to enable the challenge mode, but so what? It's one encounter out of many, and this isn't all that different from the way things have been for many players of lower skill or off-meta build. Someone comes along and aides in ending the fight noticeably faster. Normal MMO stuff.
If you're looking for a challenge, you're most likely going to be with a group of like-minded players or on your own. And if you happen upon a group doing something at the standard difficulty, then you can still participate at the challenge level you set, and the fight may be a little easier for you. It's the nature of the beast, and trying to resolve this by making enemies harder for people that didn't ask for it is just going to annoy them and create an environment ripe for complaint. It's not worth it if we really want this, and I feel like 90% of the time it's not going to come up because players are either too spread out for it to matter or they're doing something like farming where it's not desirable to keep the feature enabled.
We have a few separate priorities for different groups
- Want to keep players together/ don’t instance everyone (ZOS)
- Want to ensure that extra rewards are appropriate for challenge level
- Want to ensure that extra rewards are not exploitable by design
- Want to let players choose their own difficulty, rather than choose where to find their difficulty (i.e choosing veteran mode over normal dungeons)
I think we can satisfy the first three stated priorities while relaxing the fourth and still get a system that is rewarding to those who participate in it 90% of the time.
My idea would be a tag system in which when an enemy is hit by a player, the enemy’s difficulty and rewards are set to the MINIMUM difficulty of the players who have currently tagged that enemy (or their group members). Here’s an example:
You are playing on Vestige. You are fighting a boss in a public delve, and you are alone. A random player comes in and attacks the boss but is on Master difficulty. Now the boss (and rewards) for the Vestige player are set to Master for this enemy only. If someone comes along with adventure difficulty, then the difficulty scales down further.
A point of frustration I can see with this is that you might spend X amount of time on a boss and then someone comes along and makes it easier right at the end, reducing the rewards. I concede that this sucks but it allows us to avoid the other problems.
This idea has been brought up in the main overland content feedback thread more than once. I think it's unnecessary and will create as many or more problems than it tries to solve. First of all, with the way things are now, most players in overland rarely encounter scenarios with large groups unless they're collectively and deliberately trying to do something as fast as possible, like dolmen farming in Alik'r. In this case, it doesn't particularly matter because they all share the same idea and they're probably not interested in using the challenge toggle anyway. In other cases like world bosses, where solo players often gather together, it might be that the fight is a little easier for those who have decided to enable the challenge mode, but so what? It's one encounter out of many, and this isn't all that different from the way things have been for many players of lower skill or off-meta build. Someone comes along and aides in ending the fight noticeably faster. Normal MMO stuff.
If you're looking for a challenge, you're most likely going to be with a group of like-minded players or on your own. And if you happen upon a group doing something at the standard difficulty, then you can still participate at the challenge level you set, and the fight may be a little easier for you. It's the nature of the beast, and trying to resolve this by making enemies harder for people that didn't ask for it is just going to annoy them and create an environment ripe for complaint. It's not worth it if we really want this, and I feel like 90% of the time it's not going to come up because players are either too spread out for it to matter or they're doing something like farming where it's not desirable to keep the feature enabled.
I don't see where our perspectives disagree based on what you said here. Make sure that if a player is on an easier difficulty, any encounter they get into has that difficulty (or easier). My idea is just piggybacking off of others' suggestions that if a player is on a harder difficulty, it is good enough for all involved to reduce their difficulty as soon as someone on an easier difficulty rolls in. Let me know if I've misinterpreted your point.
Whizzinglane wrote: »We are currently in shards.
Possible solutions:
Realms: have visible realms per difficulty setting.
2. Matchmaking: Match players according to their difficulty setting. (BEST)
3. Have MAJOR CITIES where players could congregate or meet. Players who need help can ask for help there. If someone decides to help a player who asks for help, they can group together.
Otherwise, it will defeat the well-intentioned idea of giving players a choice to play to their skills level and ESO's motto: play your way. Also it will be exploited
We have a few separate priorities for different groups
- Want to keep players together/ don’t instance everyone (ZOS)
- Want to ensure that extra rewards are appropriate for challenge level
- Want to ensure that extra rewards are not exploitable by design
- Want to let players choose their own difficulty, rather than choose where to find their difficulty (i.e choosing veteran mode over normal dungeons)
I think we can satisfy the first three stated priorities while relaxing the fourth and still get a system that is rewarding to those who participate in it 90% of the time.
My idea would be a tag system in which when an enemy is hit by a player, the enemy’s difficulty and rewards are set to the MINIMUM difficulty of the players who have currently tagged that enemy (or their group members). Here’s an example:
You are playing on Vestige. You are fighting a boss in a public delve, and you are alone. A random player comes in and attacks the boss but is on Master difficulty. Now the boss (and rewards) for the Vestige player are set to Master for this enemy only. If someone comes along with adventure difficulty, then the difficulty scales down further.
A point of frustration I can see with this is that you might spend X amount of time on a boss and then someone comes along and makes it easier right at the end, reducing the rewards. I concede that this sucks but it allows us to avoid the other problems.
This idea has been brought up in the main overland content feedback thread more than once. I think it's unnecessary and will create as many or more problems than it tries to solve. First of all, with the way things are now, most players in overland rarely encounter scenarios with large groups unless they're collectively and deliberately trying to do something as fast as possible, like dolmen farming in Alik'r. In this case, it doesn't particularly matter because they all share the same idea and they're probably not interested in using the challenge toggle anyway. In other cases like world bosses, where solo players often gather together, it might be that the fight is a little easier for those who have decided to enable the challenge mode, but so what? It's one encounter out of many, and this isn't all that different from the way things have been for many players of lower skill or off-meta build. Someone comes along and aides in ending the fight noticeably faster. Normal MMO stuff.
If you're looking for a challenge, you're most likely going to be with a group of like-minded players or on your own. And if you happen upon a group doing something at the standard difficulty, then you can still participate at the challenge level you set, and the fight may be a little easier for you. It's the nature of the beast, and trying to resolve this by making enemies harder for people that didn't ask for it is just going to annoy them and create an environment ripe for complaint. It's not worth it if we really want this, and I feel like 90% of the time it's not going to come up because players are either too spread out for it to matter or they're doing something like farming where it's not desirable to keep the feature enabled.
I don't see where our perspectives disagree based on what you said here. Make sure that if a player is on an easier difficulty, any encounter they get into has that difficulty (or easier). My idea is just piggybacking off of others' suggestions that if a player is on a harder difficulty, it is good enough for all involved to reduce their difficulty as soon as someone on an easier difficulty rolls in. Let me know if I've misinterpreted your point.
My point is that any kind of tagging and adjusting for anyone who doesn't want that is totally unnecessary. Let players make their choices, with the understanding that they may encounter other players with different options enabled sometimes. This shouldn't be too much of an issue because players are rarely fighting the same monster most of the time, and when they are, they're usually of like mind (in a group) or they're trying to finish the fight as fast as possible anyway. My point is that there is no reason to overcomplicate this system with extra steps, and that it would only serve to annoy people.
I will make a point for those in this thread that suppose that people won't use it unless there are proper rewards. The whole point of having difficulty options for people like me is not "maximizing" some in-game efficiency for getting gold, items,
Heck I am lurking here despite not having played consistently for years because a system like this would be roughly the only thing to draw me back into this game.