spartaxoxo wrote: »SilverBride wrote: »First of all this is not a vet issue. Players choosing difficulty are not all vets and not all vets will choose difficulty. It's a matter of personal preference. I'm a vet and I never intend to even try difficulty.
Second, the enemies aren't changing. Everyone will be fighting the same enemies just as we do now. It's logical that the same enemies will drop the same rewards for everyone as they do now. If a level 30 and a CP 3600 both fight and defeat the same enemy they will both get rewards from the same loot table. The CP 3600 doesn't get higher quality rewards because they are a vet, and the level 30 doesn't get higher quality rewards because it was harder for them to defeat.
Rewards aren't based on how hard it is for each individual to defeat. It's the same exact enemies so they should drop the same exact rewards for everyone.
I don't think vets should be treated differently, which means any player should not receive increased rewards for fighting the same exact enemies as everyone else just because they chose to make the fight more difficult for themselves.
It's not the same enemies. The modifier is on the player simply, so others don't have to deal with it. But changing either the player or the enemy results in the same thing. The fight takes longer and is a more difficult version. It's like going from normal to vet.
Vets would be treated differently if there was not increased rewards. They would have a more difficult fight that takes longer for less rewards than those doing it on normal.
An enemy whose heavy attack cannot kill you and dies in 5 seconds is fundamentally a different fight than an enemy whose heavy attack will one shot you and who takes 2 minutes to kill. You can ignore the non-lethal mechanic in normal, but most follow it on hard. This is not different than the dungeons.
The modifier was on the player instead of the enemy simply so that people who wanted to opt out didn't have to fight the harder enemy. If the changed the enemy instead of the player, as many people wanted, they'd have to either separate the two groups or force everyone into the same fights. Things that many casual players asked them not to do. This comes with drawbacks to the challenge mode such as not being able to offer new mechanics. A drawback added to the challenge mode specifically to make things nicer for the casual players should not then be used as a reason to treat vets questers differently to everyone else.
All other gameplay modes have their own rewards. Excluding vet players from literally any rewards would be penalizing them.
It's pure math and objective.
If takes me 10 seconds to kill an enemy and I earned 100 coin and now it takes me 30 seconds to kill that same enemy but I still only get 100 coin, then I without any rewards I am incurring a penalty and make less coin per second.
I'm opposed to unique motifs and the like. But nobody should be punished for wanting to play at a harder difficulty. And I cannot support vet players to not being treated equally in the questing areas. It shouldn't be better to be a vet player in the area. But, it also should not be worse.
There's only one mathematical solution to equality. And that is to offset the losses with exp and coin.
spartaxoxo wrote: »SilverBride wrote: »First of all this is not a vet issue. Players choosing difficulty are not all vets and not all vets will choose difficulty. It's a matter of personal preference. I'm a vet and I never intend to even try difficulty.
Second, the enemies aren't changing. Everyone will be fighting the same enemies just as we do now. It's logical that the same enemies will drop the same rewards for everyone as they do now. If a level 30 and a CP 3600 both fight and defeat the same enemy they will both get rewards from the same loot table. The CP 3600 doesn't get higher quality rewards because they are a vet, and the level 30 doesn't get higher quality rewards because it was harder for them to defeat.
Rewards aren't based on how hard it is for each individual to defeat. It's the same exact enemies so they should drop the same exact rewards for everyone.
I don't think vets should be treated differently, which means any player should not receive increased rewards for fighting the same exact enemies as everyone else just because they chose to make the fight more difficult for themselves.
It's not the same enemies. The modifier is on the player simply, so others don't have to deal with it. But changing either the player or the enemy results in the same thing. The fight takes longer and is a more difficult version. It's like going from normal to vet.
Vets would be treated differently if there was not increased rewards. They would have a more difficult fight that takes longer for less rewards than those doing it on normal.
An enemy whose heavy attack cannot kill you and dies in 5 seconds is fundamentally a different fight than an enemy whose heavy attack will one shot you and who takes 2 minutes to kill. You can ignore the non-lethal mechanic in normal, but most follow it on hard. This is not different than the dungeons.
The modifier was on the player instead of the enemy simply so that people who wanted to opt out didn't have to fight the harder enemy. If the changed the enemy instead of the player, as many people wanted, they'd have to either separate the two groups or force everyone into the same fights. Things that many casual players asked them not to do. This comes with drawbacks to the challenge mode such as not being able to offer new mechanics. A drawback added to the challenge mode specifically to make things nicer for the casual players should not then be used as a reason to treat vets questers differently to everyone else.
All other gameplay modes have their own rewards. Excluding vet players from literally any rewards would be penalizing them.
It's pure math and objective.
If takes me 10 seconds to kill an enemy and I earned 100 coin and now it takes me 30 seconds to kill that same enemy but I still only get 100 coin, then I without any rewards I am incurring a penalty and make less coin per second.
I'm opposed to unique motifs and the like. But nobody should be punished for wanting to play at a harder difficulty. And I cannot support vet players to not being treated equally in the questing areas. It shouldn't be better to be a vet player in the area. But, it also should not be worse.
There's only one mathematical solution to equality. And that is to offset the losses with exp and coin.
Then people who choose immersion by using non-optimal skills and equipment should likewise have their xp and gold per enemy increased to make up for taking longer than if they were optimizing for a 25x damage increase.
Attorneyatlawl wrote: »Yep. There's no reason anyone should get less rewards in a given time span for fighting harder versions of the enemies. It is much lower right now given it takes 5x as long to kill them and they deal 6x the damage. Whether the buff is on the player or mob is semantical.
Rewards are only 2x xp and some gold. I reality, the rewards should be greater than the difficulty increase as it is harder. Wanting to not be bored while playing shouldn't impact you negatively. Hopefully the xp is bumped up significantly and we see some unique rewards for some of the more significant quest boss fights on harder difficulties.
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »First of all this is not a vet issue. Players choosing difficulty are not all vets and not all vets will choose difficulty. It's a matter of personal preference. I'm a vet and I never intend to even try difficulty.
Second, the enemies aren't changing. Everyone will be fighting the same enemies just as we do now. It's logical that the same enemies will drop the same rewards for everyone as they do now. If a level 30 and a CP 3600 both fight and defeat the same enemy they will both get rewards from the same loot table. The CP 3600 doesn't get higher quality rewards because they are a vet, and the level 30 doesn't get higher quality rewards because it was harder for them to defeat.
Rewards aren't based on how hard it is for each individual to defeat. It's the same exact enemies so they should drop the same exact rewards for everyone.
I don't think vets should be treated differently, which means any player should not receive increased rewards for fighting the same exact enemies as everyone else just because they chose to make the fight more difficult for themselves.
It's not the same enemies. The modifier is on the player simply, so others don't have to deal with it. But changing either the player or the enemy results in the same thing. The fight takes longer and is a more difficult version. It's like going from normal to vet.
Vets would be treated differently if there was not increased rewards. They would have a more difficult fight that takes longer for less rewards than those doing it on normal.
An enemy whose heavy attack cannot kill you and dies in 5 seconds is fundamentally a different fight than an enemy whose heavy attack will one shot you and who takes 2 minutes to kill. You can ignore the non-lethal mechanic in normal, but most follow it on hard. This is not different than the dungeons.
The modifier was on the player instead of the enemy simply so that people who wanted to opt out didn't have to fight the harder enemy. If the changed the enemy instead of the player, as many people wanted, they'd have to either separate the two groups or force everyone into the same fights. Things that many casual players asked them not to do. This comes with drawbacks to the challenge mode such as not being able to offer new mechanics. A drawback added to the challenge mode specifically to make things nicer for the casual players should not then be used as a reason to treat vets questers differently to everyone else.
All other gameplay modes have their own rewards. Excluding vet players from literally any rewards would be penalizing them.
It's pure math and objective.
If takes me 10 seconds to kill an enemy and I earned 100 coin and now it takes me 30 seconds to kill that same enemy but I still only get 100 coin, then I without any rewards I am incurring a penalty and make less coin per second.
I'm opposed to unique motifs and the like. But nobody should be punished for wanting to play at a harder difficulty. And I cannot support vet players to not being treated equally in the questing areas. It shouldn't be better to be a vet player in the area. But, it also should not be worse.
There's only one mathematical solution to equality. And that is to offset the losses with exp and coin.
Then people who choose immersion by using non-optimal skills and equipment should likewise have their xp and gold per enemy increased to make up for taking longer than if they were optimizing for a 25x damage increase.
Regardless, There's a difference between a gameplay setting/mode and your build. Creating a new game mode and then saying anyone who actually wants to play that game mode should be punished for their choice and excluded from being rewarded the same as every other part of the game is not how most games operate. .
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »First of all this is not a vet issue. Players choosing difficulty are not all vets and not all vets will choose difficulty. It's a matter of personal preference. I'm a vet and I never intend to even try difficulty.
Second, the enemies aren't changing. Everyone will be fighting the same enemies just as we do now. It's logical that the same enemies will drop the same rewards for everyone as they do now. If a level 30 and a CP 3600 both fight and defeat the same enemy they will both get rewards from the same loot table. The CP 3600 doesn't get higher quality rewards because they are a vet, and the level 30 doesn't get higher quality rewards because it was harder for them to defeat.
Rewards aren't based on how hard it is for each individual to defeat. It's the same exact enemies so they should drop the same exact rewards for everyone.
I don't think vets should be treated differently, which means any player should not receive increased rewards for fighting the same exact enemies as everyone else just because they chose to make the fight more difficult for themselves.
It's not the same enemies. The modifier is on the player simply, so others don't have to deal with it. But changing either the player or the enemy results in the same thing. The fight takes longer and is a more difficult version. It's like going from normal to vet.
Vets would be treated differently if there was not increased rewards. They would have a more difficult fight that takes longer for less rewards than those doing it on normal.
An enemy whose heavy attack cannot kill you and dies in 5 seconds is fundamentally a different fight than an enemy whose heavy attack will one shot you and who takes 2 minutes to kill. You can ignore the non-lethal mechanic in normal, but most follow it on hard. This is not different than the dungeons.
The modifier was on the player instead of the enemy simply so that people who wanted to opt out didn't have to fight the harder enemy. If the changed the enemy instead of the player, as many people wanted, they'd have to either separate the two groups or force everyone into the same fights. Things that many casual players asked them not to do. This comes with drawbacks to the challenge mode such as not being able to offer new mechanics. A drawback added to the challenge mode specifically to make things nicer for the casual players should not then be used as a reason to treat vets questers differently to everyone else.
All other gameplay modes have their own rewards. Excluding vet players from literally any rewards would be penalizing them.
It's pure math and objective.
If takes me 10 seconds to kill an enemy and I earned 100 coin and now it takes me 30 seconds to kill that same enemy but I still only get 100 coin, then I without any rewards I am incurring a penalty and make less coin per second.
I'm opposed to unique motifs and the like. But nobody should be punished for wanting to play at a harder difficulty. And I cannot support vet players to not being treated equally in the questing areas. It shouldn't be better to be a vet player in the area. But, it also should not be worse.
There's only one mathematical solution to equality. And that is to offset the losses with exp and coin.
Then people who choose immersion by using non-optimal skills and equipment should likewise have their xp and gold per enemy increased to make up for taking longer than if they were optimizing for a 25x damage increase.
Regardless, There's a difference between a gameplay setting/mode and your build. Creating a new game mode and then saying anyone who actually wants to play that game mode should be punished for their choice and excluded from being rewarded the same as every other part of the game is not how most games operate. .
There's not a difference that changes your equations. Someone taking 30 seconds instead of 2 seconds is equally disadvantaged regardless of it's because of a difficulty setting or a build. Punishing and excluding rewards from those who choose immersion via equipment and skills instead of difficulty settings is not how most games operate.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »First of all this is not a vet issue. Players choosing difficulty are not all vets and not all vets will choose difficulty. It's a matter of personal preference. I'm a vet and I never intend to even try difficulty.
Second, the enemies aren't changing. Everyone will be fighting the same enemies just as we do now. It's logical that the same enemies will drop the same rewards for everyone as they do now. If a level 30 and a CP 3600 both fight and defeat the same enemy they will both get rewards from the same loot table. The CP 3600 doesn't get higher quality rewards because they are a vet, and the level 30 doesn't get higher quality rewards because it was harder for them to defeat.
Rewards aren't based on how hard it is for each individual to defeat. It's the same exact enemies so they should drop the same exact rewards for everyone.
I don't think vets should be treated differently, which means any player should not receive increased rewards for fighting the same exact enemies as everyone else just because they chose to make the fight more difficult for themselves.
It's not the same enemies. The modifier is on the player simply, so others don't have to deal with it. But changing either the player or the enemy results in the same thing. The fight takes longer and is a more difficult version. It's like going from normal to vet.
Vets would be treated differently if there was not increased rewards. They would have a more difficult fight that takes longer for less rewards than those doing it on normal.
An enemy whose heavy attack cannot kill you and dies in 5 seconds is fundamentally a different fight than an enemy whose heavy attack will one shot you and who takes 2 minutes to kill. You can ignore the non-lethal mechanic in normal, but most follow it on hard. This is not different than the dungeons.
The modifier was on the player instead of the enemy simply so that people who wanted to opt out didn't have to fight the harder enemy. If the changed the enemy instead of the player, as many people wanted, they'd have to either separate the two groups or force everyone into the same fights. Things that many casual players asked them not to do. This comes with drawbacks to the challenge mode such as not being able to offer new mechanics. A drawback added to the challenge mode specifically to make things nicer for the casual players should not then be used as a reason to treat vets questers differently to everyone else.
All other gameplay modes have their own rewards. Excluding vet players from literally any rewards would be penalizing them.
It's pure math and objective.
If takes me 10 seconds to kill an enemy and I earned 100 coin and now it takes me 30 seconds to kill that same enemy but I still only get 100 coin, then I without any rewards I am incurring a penalty and make less coin per second.
I'm opposed to unique motifs and the like. But nobody should be punished for wanting to play at a harder difficulty. And I cannot support vet players to not being treated equally in the questing areas. It shouldn't be better to be a vet player in the area. But, it also should not be worse.
There's only one mathematical solution to equality. And that is to offset the losses with exp and coin.
Then people who choose immersion by using non-optimal skills and equipment should likewise have their xp and gold per enemy increased to make up for taking longer than if they were optimizing for a 25x damage increase.
Regardless, There's a difference between a gameplay setting/mode and your build. Creating a new game mode and then saying anyone who actually wants to play that game mode should be punished for their choice and excluded from being rewarded the same as every other part of the game is not how most games operate. .
There's not a difference that changes your equations. Someone taking 30 seconds instead of 2 seconds is equally disadvantaged regardless of it's because of a difficulty setting or a build. Punishing and excluding rewards from those who choose immersion via equipment and skills instead of difficulty settings is not how most games operate.
Most games don't have equipment that's like "this armor piece is trash but since your stats are garbage, we'll give you some stuff for building poorly." They do however have rewards for taking on harder difficulty settings. Building a character is your individual skill expression not a game mode.
The whole slider thing was requested by casuals and those vets who were willing to compromise on the best mode for vets to ensure that the needs of casual players were met. Many vet players actually requested an entirely separate game mode. But casual players wanted us on the map. I was completely on board with that from the very beginning because I had family members that I wanted to be able to play with. But I remember very well taking a lot of heat for having that opinion and being labeled falsely anti-vet because so many vet players wanted a separate instance.
Now, what was a compromise on the part of vet players from the beginning is being used as a primary reason to campaign for punishing us for "our" request for difficulty options.
No. Vet players should not be the only players excluded from rewards. The players who did request a slider did so out of solidarity and practically about the expenses to the devs. The rest, and they were many, did not actually get what they wanted. And neither is a good reason to exclude players from getting rewards the same way everyone in every other game mode in the game does.
There are literally no exceptions. All game modes in this game get rewards. To treat vet questers differently from players who choose to play any other form of content would be unfair.
This is a video game. All of it is optional. We all choose to play it.
spartaxoxo wrote: »Building a character is your individual skill expression
Perhaps it could be, but it's an individual immersion expression as well.
You're being told that you're not being punished or excluded for choosing an option that increases immersion at the expense of making battles take longer for the same reason you're saying that people are not being punished or excluded for choosing an option that increases immersion at the expense of making battles take longer.
spartaxoxo wrote: »Perhaps it could be, but it's an individual immersion expression as well.
You're being told that you're not being punished or excluded for choosing an option that increases immersion at the expense of making battles take longer for the same reason you're saying that people are not being punished or excluded for choosing an option that increases immersion at the expense of making battles take longer.
spartaxoxo wrote: »It's a false equivalence.
spartaxoxo wrote: »The other is a mix of an individual player's own skill and poor balance.
spartaxoxo wrote: »And I've acknowledged they should improve the balance.
The effects are equivalent: battles take longer.

Immersive choices are not equivalent to low skill. If they are, then choosing the most efficient difficulty option is also a skill issue and should likewise not be rewarded.
Then just as soon as everything is equally balanced, higher difficulties could be more rewarding, since the difficulty choice would be the only factor in battle efficiency.
spartaxoxo wrote: »
spartaxoxo wrote: »
Immersive choices are not equivalent to low skill. If they are, then choosing the most efficient difficulty option is also a skill issue and should likewise not be rewarded.
Creating a build requires a lot of thought, number crunching, practice, and knowledge. It's a skill. Choosing a difficulty setting is not a skill. It is a few button presses. There are few "immersive," choices that would produce similar results as the slider anyway. Even my stealth character kills faster and easier than vestige level setting.
Vestige Challenge Difficulty is a game mode setting specifically created by the devs to produce harder fights.
spartaxoxo wrote: »
Correct. It is not a false equivalence because none of the differences are key. None of the minor distinctions make any difference in exercise or outcomes.spartaxoxo wrote: »
Immersive choices are not equivalent to low skill. If they are, then choosing the most efficient difficulty option is also a skill issue and should likewise not be rewarded.
Creating a build requires a lot of thought, number crunching, practice, and knowledge. It's a skill. Choosing a difficulty setting is not a skill. It is a few button presses. There are few "immersive," choices that would produce similar results as the slider anyway. Even my stealth character kills faster and easier than vestige level setting.
Vestige Challenge Difficulty is a game mode setting specifically created by the devs to produce harder fights.
Getting an efficient build is as easy as looking one up. You can choose to copy an efficient one, or choose to make one that is more fun and immersive at the cost of increased difficulty. Either way, it’s a few button presses.
Consider the complaints of people who have had their group dungeon, trial, or battlegrounds group entered by players who just used what was fun or interesting. They do about a tenth of the damage and get shredded in short order. It’s more of a difference than the slider.
Defeat Poxito, Voskrona Stonehulk Poxito and Talen-Lah in Naj-Caldeesh
Rewards:
Skill Style: Weakness to Elements, Orange
Trophy: Bar-Sakka
Naj-Caldeesh Drawbridge, Stone
Defeat Poxito, Voskrona Stonehulk Poxito and Talen-Lah in Veteran Naj-Caldeesh.
Rewards:
Memento: Haunted Mirror of Introspection
Bust: Squall of Retribution
SilverBride wrote: »I don't agree with it but if they are getting increased experience and gold what more do they want?
spartaxoxo wrote: »Being a player created expression of skill and being an official game mode are not minor differences.
spartaxoxo wrote: »Official features should respect the entire playerbase for the time and money that we have ALL spent on this game. All official gameplay features should be fun and rewarding. There should not be a group of players excluded from the rewards system because another group of players cannot or will not participate in the content on offer.
1: It's a player choice of immersion, not a player created expression of skill.
2: The reason it's a minor difference is because is does not change your claimed point that equal time should result in equal rewards, and thus choices that incur more time spent should result in increased rewards to achieve equality.
KalevaLaine wrote: »I'll start with an issue. Not only is the standard setting incorrect, but it also seems to change on its own. See the screenshot. I use LUI as my UI, so don't be surprised if it looks different for you. The messages in the chat appeared within about 15 seconds.
(screen shows german, but just for info)
MasterSpatula wrote: »It's kinda funny how for years this thread was full of people saying they didn't want additional rewards for doing content that was designed for casuals at higher difficulties. They just didn't want to be "bored." (Ironic to me, since past a certain point all increased difficulty actually accomplishes is increased tedium.)
Regardless, the moment increased difficulty modes went from a pipe dream to an actual feature, all the discussion of not wanting additional rewards vanished, and now we're talking about how the rewards for players willfully choosing to make everything more tedious and time consuming aren't good enough.


