tsaescishoeshiner wrote: »Instanced would have been a terrible idea that split players up after they already got rid of that years ago.
I wish they found a better way to maker overland combat feel a bit more meaningful like other MMOs (without being obstructively hard), but they used to have "veteran" versions of overland that were instanced and it was a huge improvement for the community to remove that.
Now we get to be togethef with still some difficulty options—not amazing, but a compromise.
Should have made it instanced and separate like how other games have it done. Let the easy players in their own area and the hard mode players in theirs. Now its just a frustrating experience and a huge disappointment.

Should have made it instanced and separate like how other games have it done. Let the easy players in their own area and the hard mode players in theirs. Now its just a frustrating experience and a huge disappointment.
Not a missed opportunity, a deliberate design choice. These concerns were raised when Challenge was announced, and again when it hit PTS, and discussed at length. ZOS' position remains unchanged:
The problem is the statement "You can still play with friends, all while having the bump in challenge". There is no challenge when someone can still run in and one shot a mob you are working on. On normal easy difficulty you spend more time buffing your character than you do killing the enemy with one ability.
The problem is the statement "You can still play with friends, all while having the bump in challenge". There is no challenge when someone can still run in and one shot a mob you are working on. On normal easy difficulty you spend more time buffing your character than you do killing the enemy with one ability.
Again, this was discussed at length months ago. ZOS are not budging on their philosophy. And while I think the implementation could have been more segregated, the notion that there is no challenge is just wrong. Go try doing a WB or WE (Dragon's in particular) on Vestige difficulty like you would normally without a tank or healer. Even with a group of normal difficulty there you'll still find it a challenge to stay alive.
I have tested that. The experience is completely ruined by a person who can easily solo the boss. It becomes absolutely trivial if the boss is not focused on you and instead focused on the easy-mode-player and thus ruins the experience that people begged and asked repeatedly for that sparked this whole development in the first place.
It wasn't just a design choice. They've explained there's technical reasons they couldn't make a separate instance for EVERY PERSON who decided to use any Challenge setting beyond Adventurer. I'd have to find it but essentially it boils down to too much of a drain on the game resources iirc to make THAT many instances.
Besides that, this problem has already existed since the beginning, just in the opposite direction. People who might have been trying to solo a WB or Group Event could be having fun with the challenge, up until a min-max player with BiS gear doing 150k DPS comes in and burns the thing down in 0.2 seconds.
The thing is, Challenge Difficulty wasn't introduced to make things like WBs or Dolmens or other things aimed more at groups of people beating them harder for the solo players who wanted things harder. It was introduced so people doing questing in Overland would feel more challenged and engaged, and to make things like the BBEG of various story quests an actual "threat" so to speak.
Of course people doing group-oriented things like WBs are still going to be fairly easy when several people are doing them, but making those specifically harder wasn't the point. It was because a majority of people felt Overland in general was too easy, NOT WBs and the like.
That's not at all how instancing in this game works. You don't join someone else's instance for NM, you join an instance that can hold up to 36 players and when that one is full it makes a new one. Instances don't belong to any specific player other than certain quests or things like Trials/Dungeons.It wasn't just a design choice. They've explained there's technical reasons they couldn't make a separate instance for EVERY PERSON who decided to use any Challenge setting beyond Adventurer. I'd have to find it but essentially it boils down to too much of a drain on the game resources iirc to make THAT many instances.
Besides that, this problem has already existed since the beginning, just in the opposite direction. People who might have been trying to solo a WB or Group Event could be having fun with the challenge, up until a min-max player with BiS gear doing 150k DPS comes in and burns the thing down in 0.2 seconds.
The thing is, Challenge Difficulty wasn't introduced to make things like WBs or Dolmens or other things aimed more at groups of people beating them harder for the solo players who wanted things harder. It was introduced so people doing questing in Overland would feel more challenged and engaged, and to make things like the BBEG of various story quests an actual "threat" so to speak.
Of course people doing group-oriented things like WBs are still going to be fairly easy when several people are doing them, but making those specifically harder wasn't the point. It was because a majority of people felt Overland in general was too easy, NOT WBs and the like.
They already have instanced combat. Example...Nightmarket. Currently its instanced and you have to join someone elses instance. Take that tech, and apply it to 4 instances of overland....one for each difficulty. Problem solved.
That's not at all how instancing in this game works. You don't join someone else's instance for NM, you join an instance that can hold up to 36 players and when that one is full it makes a new one. I updated my post with the link to the post that explains why they didn't/can't do it for Challenge Difficulty either way.It wasn't just a design choice. They've explained there's technical reasons they couldn't make a separate instance for EVERY PERSON who decided to use any Challenge setting beyond Adventurer. I'd have to find it but essentially it boils down to too much of a drain on the game resources iirc to make THAT many instances.
Besides that, this problem has already existed since the beginning, just in the opposite direction. People who might have been trying to solo a WB or Group Event could be having fun with the challenge, up until a min-max player with BiS gear doing 150k DPS comes in and burns the thing down in 0.2 seconds.
The thing is, Challenge Difficulty wasn't introduced to make things like WBs or Dolmens or other things aimed more at groups of people beating them harder for the solo players who wanted things harder. It was introduced so people doing questing in Overland would feel more challenged and engaged, and to make things like the BBEG of various story quests an actual "threat" so to speak.
Of course people doing group-oriented things like WBs are still going to be fairly easy when several people are doing them, but making those specifically harder wasn't the point. It was because a majority of people felt Overland in general was too easy, NOT WBs and the like.
They already have instanced combat. Example...Nightmarket. Currently its instanced and you have to join someone elses instance. Take that tech, and apply it to 4 instances of overland....one for each difficulty. Problem solved.
A serious missed opportunity to give the players what they asked for. Players asked for a hard mode difficulty in overland content. For years. You spent all this effort developing and marketing this new feature. But then allowed for it to be completely ruined and overwritten by others who want the game on easy mode. Making it completely useless for the players who asked for it in the first place.
SilverBride wrote: »A serious missed opportunity to give the players what they asked for. Players asked for a hard mode difficulty in overland content. For years. You spent all this effort developing and marketing this new feature. But then allowed for it to be completely ruined and overwritten by others who want the game on easy mode. Making it completely useless for the players who asked for it in the first place.
Should have made it instanced and separate like how other games have it done. Let the easy players in their own area and the hard mode players in theirs. Now its just a frustrating experience and a huge disappointment.
Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
SilverBride wrote: »Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
yeah they are. they can completely nullify the challenge mode difficulties for other players. Thus the need to separate them. Easy-mode-players should not be allowed to force others into their easy mode.
That's not at all how instancing in this game works. You don't join someone else's instance for NM, you join an instance that can hold up to 36 players and when that one is full it makes a new one. I updated my post with the link to the post that explains why they didn't/can't do it for Challenge Difficulty either way.It wasn't just a design choice. They've explained there's technical reasons they couldn't make a separate instance for EVERY PERSON who decided to use any Challenge setting beyond Adventurer. I'd have to find it but essentially it boils down to too much of a drain on the game resources iirc to make THAT many instances.
Besides that, this problem has already existed since the beginning, just in the opposite direction. People who might have been trying to solo a WB or Group Event could be having fun with the challenge, up until a min-max player with BiS gear doing 150k DPS comes in and burns the thing down in 0.2 seconds.
The thing is, Challenge Difficulty wasn't introduced to make things like WBs or Dolmens or other things aimed more at groups of people beating them harder for the solo players who wanted things harder. It was introduced so people doing questing in Overland would feel more challenged and engaged, and to make things like the BBEG of various story quests an actual "threat" so to speak.
Of course people doing group-oriented things like WBs are still going to be fairly easy when several people are doing them, but making those specifically harder wasn't the point. It was because a majority of people felt Overland in general was too easy, NOT WBs and the like.
They already have instanced combat. Example...Nightmarket. Currently its instanced and you have to join someone elses instance. Take that tech, and apply it to 4 instances of overland....one for each difficulty. Problem solved.
Exactly....An instance for all 4 difficulties. Thats what I am talking about. The tech is right there. There is no need for an instance for each person. Just the difficulty. So its still an MMO where people are instanced to their difficulty choice. Just like in games like Diablo who choose their difficulty level for overland content.
SilverBride wrote: »SilverBride wrote: »Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
yeah they are. they can completely nullify the challenge mode difficulties for other players. Thus the need to separate them. Easy-mode-players should not be allowed to force others into their easy mode.
No, we aren't. No one is playing Adventurer to nullify anything for anyone. We are just playing the game the way we have always enjoyed it and it has nothing to do with anyone else.
We are not responsible for someone else's experience and we are not to blame if others are unhappy with how this system is working.
SilverBride wrote: »SilverBride wrote: »Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
yeah they are. they can completely nullify the challenge mode difficulties for other players. Thus the need to separate them. Easy-mode-players should not be allowed to force others into their easy mode.
No, we aren't. No one is playing Adventurer to nullify anything for anyone. We are just playing the game the way we have always enjoyed it and it has nothing to do with anyone else.
We are not responsible for someone else's experience and we are not to blame if others are unhappy with how this system is working.
Doesnt matter or mean that easy-mode-players are not ruining the new experience if they are not meaning to or playing how they always have played before. Its how its currently setup. So yes, you are playing the game the way you always used to for the older style...but it ruins the newer style implemented today. The fact the easy-mode-players can ruin the new hard mode for players is a mistake and they should not be allowed that much power over how others experience the game. Whether they mean to or not.
SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
yeah they are. they can completely nullify the challenge mode difficulties for other players. Thus the need to separate them. Easy-mode-players should not be allowed to force others into their easy mode.
No, we aren't. No one is playing Adventurer to nullify anything for anyone. We are just playing the game the way we have always enjoyed it and it has nothing to do with anyone else.
We are not responsible for someone else's experience and we are not to blame if others are unhappy with how this system is working.
Doesnt matter or mean that easy-mode-players are not ruining the new experience if they are not meaning to or playing how they always have played before. Its how its currently setup. So yes, you are playing the game the way you always used to for the older style...but it ruins the newer style implemented today. The fact the easy-mode-players can ruin the new hard mode for players is a mistake and they should not be allowed that much power over how others experience the game. Whether they mean to or not.
So what is this power we supposedly have over how others experience the game? We aren't doing anything different than we always have. We are not ruining anything for anyone. It is not our fault that the new system isn't to some player's liking but it is not because of us!
The experience is completely ruined by a person who can easily solo the boss...
Nothing like spending a long time working on perfecting the timing of a fight and finally getting it almost down just to have someone come in and trivialize all that work....like playing dark souls with cheat codes, whats the point?
My guy, no.SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
yeah they are. they can completely nullify the challenge mode difficulties for other players. Thus the need to separate them. Easy-mode-players should not be allowed to force others into their easy mode.
No, we aren't. No one is playing Adventurer to nullify anything for anyone. We are just playing the game the way we have always enjoyed it and it has nothing to do with anyone else.
We are not responsible for someone else's experience and we are not to blame if others are unhappy with how this system is working.
Doesnt matter or mean that easy-mode-players are not ruining the new experience if they are not meaning to or playing how they always have played before. Its how its currently setup. So yes, you are playing the game the way you always used to for the older style...but it ruins the newer style implemented today. The fact the easy-mode-players can ruin the new hard mode for players is a mistake and they should not be allowed that much power over how others experience the game. Whether they mean to or not.
So what is this power we supposedly have over how others experience the game? We aren't doing anything different than we always have. We are not ruining anything for anyone. It is not our fault that the new system isn't to some player's liking but it is not because of us!
Again. Doesnt matter if you are doing what you always have and dont mean to control others experience. The fact you can join in on someone doing hard mode while you are on easy mode causes a problem for the hard mode player. They dont get to experience hard mode anymore since you come in and overpower the content. Its like playing with people who are hacking and cheating. Ruins the experience. Whether you mean to or not, whether you are changing anything or not, its what you are doing and the fact you can do it in the first place is a problem and needs to be changed. otherwise the whole point of hard mode is ruined just like people playing with hacks ruins the experience for others.
SilverBride wrote: »
So what is this power we supposedly have over how others experience the game? We aren't doing anything different than we always have. We are not ruining anything for anyone. It is not our fault that the new system isn't to some player's liking but it is not because of us!
Again. Doesnt matter if you are doing what you always have and dont mean to control others experience. The fact you can join in on someone doing hard mode while you are on easy mode causes a problem for the hard mode player. They dont get to experience hard mode anymore since you come in and overpower the content. Its like playing with people who are hacking and cheating. Ruins the experience. Whether you mean to or not, whether you are changing anything or not, its what you are doing and the fact you can do it in the first place is a problem and needs to be changed. otherwise the whole point of hard mode is ruined just like people playing with hacks ruins the experience for others.
SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »Those who want the game on Adventurer difficulty, like it's been for the past 10 years, aren't ruining anything for anyone.
yeah they are. they can completely nullify the challenge mode difficulties for other players. Thus the need to separate them. Easy-mode-players should not be allowed to force others into their easy mode.
No, we aren't. No one is playing Adventurer to nullify anything for anyone. We are just playing the game the way we have always enjoyed it and it has nothing to do with anyone else.
We are not responsible for someone else's experience and we are not to blame if others are unhappy with how this system is working.
Doesnt matter or mean that easy-mode-players are not ruining the new experience if they are not meaning to or playing how they always have played before. Its how its currently setup. So yes, you are playing the game the way you always used to for the older style...but it ruins the newer style implemented today. The fact the easy-mode-players can ruin the new hard mode for players is a mistake and they should not be allowed that much power over how others experience the game. Whether they mean to or not.
So what is this power we supposedly have over how others experience the game? We aren't doing anything different than we always have. We are not ruining anything for anyone. It is not our fault that the new system isn't to some player's liking but it is not because of us!
Again. Doesnt matter if you are doing what you always have and dont mean to control others experience. The fact you can join in on someone doing hard mode while you are on easy mode causes a problem for the hard mode player. They dont get to experience hard mode anymore since you come in and overpower the content. Its like playing with people who are hacking and cheating. Ruins the experience. Whether you mean to or not, whether you are changing anything or not, its what you are doing and the fact you can do it in the first place is a problem and needs to be changed. otherwise the whole point of hard mode is ruined just like people playing with hacks ruins the experience for others.