YffresTrill wrote: »I think it's worth noting that the devs have discussed the mutability of this feature. It's possible that you could get what you're looking for in the future.
Yes, which is great, and which is why I am offering feedback -- if I assumed there was no chance any of this may change in the future, I would not.I also think that we need to try all of the settings they're implementing initially before we judge the impact of this change. You might find that there is a lower setting which provides the upgrade to bosses you want, and doesn't dramatically affect the rest of overland enemies.
Thank you, but I can tell from the description (all mobs affected equally) that this will not be the case. It might be a slight improvement over the current state, and I hope so, but it is not what I would like from a difficulty setting.
Others are welcome to disagree, and that is why a granular system would be most welcome.
Edit to add: I would prefer quest/delve bosses to be on one of the higher settings -- a lower setting will not meaningfully buff them imo.
spartaxoxo wrote: »The quest updating needs attention. I was completing a quest that had several stages to it. When one stage was complete, the quest information would shift to a quest I am NOT doing. I would rather the statement say 'no quest selected' then to auto show one I did not select.
There's a setting to prefer the quest you picked up.
.spartaxoxo wrote: »The quest updating needs attention. I was completing a quest that had several stages to it. When one stage was complete, the quest information would shift to a quest I am NOT doing. I would rather the statement say 'no quest selected' then to auto show one I did not select.
There's a setting to prefer the quest you picked up.
Yes, but the game changes the quest regardless of the setting. I am saying it should not change while the quest is in progress and simply updating to a second part of the same quest.
twisttop138 wrote: »YffresTrill wrote: »I think it's worth noting that the devs have discussed the mutability of this feature. It's possible that you could get what you're looking for in the future.
Yes, which is great, and which is why I am offering feedback -- if I assumed there was no chance any of this may change in the future, I would not.I also think that we need to try all of the settings they're implementing initially before we judge the impact of this change. You might find that there is a lower setting which provides the upgrade to bosses you want, and doesn't dramatically affect the rest of overland enemies.
Thank you, but I can tell from the description (all mobs affected equally) that this will not be the case. It might be a slight improvement over the current state, and I hope so, but it is not what I would like from a difficulty setting.
Others are welcome to disagree, and that is why a granular system would be most welcome.
Edit to add: I would prefer quest/delve bosses to be on one of the higher settings -- a lower setting will not meaningfully buff them imo.
Just change it as you see fit. Low level going past adds, more difficulty on bosses. This is the way I'm going to do it. I really only want more boss difficulty. But @disky for instance may want hard mobs that challenge him as he plots a way forward, thinking through every move. Sorry, disky. Idk if this is in fact what you want but used you as an example. I know you're excited for this feature. I think very much we should get our hands on it. Play with it. Let's see what it offers. Beyond challenge, a new type of theory crafting and more.
That being said, I believe the devs said they have six different settings for difficulty planned, and so I think it's premature to make the kind of judgements this person is making before we have had time to test anything.
Shouldn't this megathread be closed soon, now that we're about to have overland difficulty options?
ZOS_JessicaFolsom wrote: »[*] Separating Players by Challenge Difficulty Setting [Feedback]: We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
- Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
- Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
- We are still looking at feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players.
spartaxoxo wrote: »ZOS_JessicaFolsom wrote: »[*] Separating Players by Challenge Difficulty Setting [Feedback]: We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
- Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
- Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
- We are still looking at feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players.
This was on the pts forum. I feel like reason 2's information should have been given to those of us in this thread years ago. But here's the answer finally.
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
I bring this up to highlight the technical aspects of how the game operates from a monster and zone perspective to further illustrate that spinning up new zones based on difficulty without weight concerns and attribution would be extremely detrimental to the entire game. Needing to essentially double all of the available zones in the game without regard to population and weight would mean the entire server would have some pretty major issues regardless of where you would be playing. Even in Delves and Public Dungeons, locations that were not created with these concerns in mind, would potentially be breaking for the server.
We want Challenge Difficulty to be a fun experience for players and, while most of the feedback is regarding the desire for us not to split players from a design standpoint, the technical concerns are most likely bigger than that. This is not said to dismiss feedback but more provide context.
Please DO keep providing feedback. We have some fixes in the works coming for CD. Mainly around the calculations we are making on the backend so that player damage is more in line with expectations but that is not exhaustive and we continue to monitor things. We are taking a look at the Master difficulty in particular as thats where I think most folks will find their groove and we want to make that as smooth as possible.
A bit beyond the scope for this initial implementation but it is something we can look at in the future, especially for things like story boss fights where we know it is limited to you and your group.
I think it would be useful if bookshelves had an indicator of having been checked for fresh reading material.
Along with the clearing of certain things account wide, I would like to have a character list as well. When a character goes into a map for the first time, the dolmens are not marked but the list is marked as completed already. The same for the dangerous fights (mini bosses) in public dungeons.
BagOfBadgers wrote: »I think it would be useful if bookshelves had an indicator of having been checked for fresh reading material.
Along with the clearing of certain things account wide, I would like to have a character list as well. When a character goes into a map for the first time, the dolmens are not marked but the list is marked as completed already. The same for the dangerous fights (mini bosses) in public dungeons.
What has this got to do with overland difficulty? I think you have misunderstood the reason for this thread, as in, it's for “Overland” difficulty, e.g. mobs, bosses and the like, not what you find difficult.
The second part is due to Account Wide Achievements, that ZOS implemented even though many said it was a good idea, but done terribly, again, what you find difficult, not “overland” difficulty.
If you have issues that are not connected to the topic, you could start another thread.

BagOfBadgers wrote: »I think it would be useful if bookshelves had an indicator of having been checked for fresh reading material.
Along with the clearing of certain things account wide, I would like to have a character list as well. When a character goes into a map for the first time, the dolmens are not marked but the list is marked as completed already. The same for the dangerous fights (mini bosses) in public dungeons.
What has this got to do with overland difficulty? I think you have misunderstood the reason for this thread, as in, it's for “Overland” difficulty, e.g. mobs, bosses and the like, not what you find difficult.
The second part is due to Account Wide Achievements, that ZOS implemented even though many said it was a good idea, but done terribly, again, what you find difficult, not “overland” difficulty.
If you have issues that are not connected to the topic, you could start another thread.
This is Overland feedback thread created by Community Manager. My feedback references activities within the Overland. It is a simple feedback that does not need a thread of its own.
Hi Folks, wanted to update here. As many know, this thread was created several years ago to discuss overland difficulty. With Challenge Difficulty on the way to solve the core overland difficulty issue, we plan to close this thread down once the current PTS Cycle is over. Given the length and multitude of conversations here, we want to give folks time to wrap up any loose ends to any conversations had here before closing the thread happens.
Thank you for all of the feedback and conversations here.
Hi Folks, wanted to update here. As many know, this thread was created several years ago to discuss overland difficulty. With Challenge Difficulty on the way to solve the core overland difficulty issue, we plan to close this thread down once the current PTS Cycle is over. Given the length and multitude of conversations here, we want to give folks time to wrap up any loose ends to any conversations had here before closing the thread happens.
Thank you for all of the feedback and conversations here.
I'm not gonna lie, I was really hoping to round this thing out at 10k posts
Hi Folks, wanted to update here. As many know, this thread was created several years ago to discuss overland difficulty. With Challenge Difficulty on the way to solve the core overland difficulty issue, we plan to close this thread down once the current PTS Cycle is over. Given the length and multitude of conversations here, we want to give folks time to wrap up any loose ends to any conversations had here before closing the thread happens.
Thank you for all of the feedback and conversations here.
Hi Folks, wanted to update here. As many know, this thread was created several years ago to discuss overland difficulty. With Challenge Difficulty on the way to solve the core overland difficulty issue, we plan to close this thread down once the current PTS Cycle is over. Given the length and multitude of conversations here, we want to give folks time to wrap up any loose ends to any conversations had here before closing the thread happens.
Thank you for all of the feedback and conversations here.
Well then, I just wasted all my efforts once again.
Why do I even bother with feedback?
Because once CD is released they'll probably make a new thread for it. This one is years old with hundreds of posts. It would be a nightmare for people coming to offer their own after release to try to read through all this.Hi Folks, wanted to update here. As many know, this thread was created several years ago to discuss overland difficulty. With Challenge Difficulty on the way to solve the core overland difficulty issue, we plan to close this thread down once the current PTS Cycle is over. Given the length and multitude of conversations here, we want to give folks time to wrap up any loose ends to any conversations had here before closing the thread happens.
Thank you for all of the feedback and conversations here.
Well then, I just wasted all my efforts once again.
Why do I even bother with feedback?