This claim is such a stretch you could circle the globe. This is not griefing in the slightest. Griefing is intentional point blank, if someone isn't actively trying to harass or interrupt what you're doing then it's not griefing.The non sense is that we cant opt out of low difficulty players ruining the opt in choice we made. Its griefing, intentional or not.
So an Adventurer hits a WB and locks it into that, they're slowly burning it and a Vestige player shows up. They can't make the WB any harder on their end so it dies within seconds, which then makes a Vestige player's setting pointless.Attorneyatlawl wrote: »ESO_player123 wrote: »Attorneyatlawl wrote: »Vonnegut2506 wrote: »The non sense is that we cant opt out of low difficulty players ruining the opt in choice we made. Its griefing, intentional or not.
Just like the low difficulty players couldn't do anything about sweaty players killing their mobs before challenge difficulty. It's the circle of life.
It was never an issue before one Tamriel as we had progressively higher level zones. I think once a mob is hit by someone the mob should lock in at that player's difficulty until it dies. That would alleviate this issue.
The mobs do not change, the players get debuffs. We all are fighting the same mobs with the same pools of health. How would you lock a mob in this case?
Everyone who hits the mob does the same damage/takes the same damage as the first player to engage it. There are plenty of ways that could be implemented. It would be better than it is now without requiring multiple zone instances.
AlexanderDeLarge wrote: »Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?
AlexanderDeLarge wrote: »More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.
According to who? You can literally swipe your credit card and buy gold that buys the purple and gold overland gear in question so this argument holds less weight than ever.SilverBride wrote: »The problem is that there is no way that overland should ever drop gold gear for anyone,
No? The associate game director also said challenging overland modes were their number one most requested feature. This system goes up not down. Clearly players want to engage in difficult overland content.SilverBride wrote: »especially since the reason for using difficulty in the first place is nothing but a personal preference. Overland is the story, not challenging content.
And now those enemies are scaling at difficulty levels higher than what's offered in many veteran dungeons and trials.SilverBride wrote: »End game content was created specifically for a challenge and to provide better rewards and gear sets. The enemies in dungeons and trials loot tables reflect the difficulty of these enemies, and these rewards are the same for everyone that engages in the content.
AlexanderDeLarge wrote: »You can literally swipe your credit card and buy gold that buys the purple and gold overland gear in question so this argument holds less weight than ever.
AlexanderDeLarge wrote: »The associate game director also said challenging overland modes were their number one most requested feature. This system goes up not down. Clearly players want to engage in difficult overland content.
AlexanderDeLarge wrote: »And now those enemies are scaling at difficulty levels higher than what's offered in many veteran dungeons and trials.
Purchase crowns with real world currency -> exchange crowns for gold -> purchase gold gear with goldSilverBride wrote: »Players are not supposed to buy gold as it is against the ToS.
SilverBride wrote: »But they didn't give us more challenging overland modes. They gave different degrees of debuffs that only affect the player that uses them.
The methodology is irrelevant. The enemies are tuned for a higher difficulty than what's seen in most endgame veteran content.SilverBride wrote: »The enemies are not scaling at all. The player is the one changing with different degrees of debuffs.
AlexanderDeLarge wrote: »The enemies are tuned for a higher difficulty than what's seen in most endgame veteran content.
This is veteran overland in all but name. It's as much endgame content as anything else, you're just arbitrarily labeling it something else to exclude it from existing reward structures.
SilverBride wrote: »
No the enemies are NOT tuned for a higher difficulty. And no this is NOT veteran overland because there have not been any changes to any of the overland enemies at all. NONE.
The fights feel more difficult because of the debuffs, and this was the whole point of having difficulty modes in the first place. Players wanted to feel danger when playing in overland.
Rewards are not given based on how hard the individual player finds the fight. They are based on the actual difficulty of the enemy.
AlexanderDeLarge wrote: »Tuning is synonymous with game balance, the methodology in how these challenge difficulty modes are achieved is irrelevant.
'The actual difficulty of the enemy' is numerically operating on a 600% damage multiplier and 20% player damage output. That fundamentally changes every encounter in the overland. That means chugging potions, dodging, blocking, bashing, paying attention to level geometry in a way I doubt any player on 'Adventurer difficulty' ever had to.
I can easily pull up a video of a naked, statless player getting mauled by a bear for a minute and a half without dying. With these difficulty modes applied, it would only take 15 seconds for that player to die and it would take 5x longer for them to kill that bear. That's not just some anecdote of 'how hard the player finds the fight'. It's raw numbers.
There is no material difference between that 600% debuff and ZOS buffing enemies up to CP170. The end result is the same. It's exponentially and numerically more challenging for the player. Mechanics that were easily ignored are now fundamental.
This has been answered before in those threads. Overland is for story, not endgame rewards. Challenge Difficulty cannot be compared to Dungeons or Trials because they are different content with different purposes.AlexanderDeLarge wrote: »Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.
Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?
One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.
For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.
AlexanderDeLarge wrote: »Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.
Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?
One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.
For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.
Arriving late as part of Season Zero, Challenge Difficulty is a new way for Tamriel’s veteran heroes to experience The Elder Scrolls Online’s overland content. If you’re the kind of adventurer who likes a challenge while questing and exploring, this new optional system is for you! Interested? Read this breakdown on the first iteration of Challenge Difficulty direct from Associate Design Director Mike Finnigan and the ESO content team.
Hi everyone!
With the January Reveal fresh in everyone’s mind, we wanted to give an update on one of the most anticipated features announced, Challenge Difficulty (previously Overland Difficulty)
First, we are making a choice to make sure players are not separated by difficulty. We want to ensure you can engage with any player you want regardless of difficulty. To do this, the choice to opt-in or change your difficulty is up to you. If you like Overland the way it is, great! No change is needed. If you want it to be far more punishing, then opt-in to Vestige Difficulty. You can still play with friends, all while having the bump in challenge.
AlexanderDeLarge wrote: »Once again putting this question forward after reading some of these other threads mocking users for wanting additional rewards: Veteran dungeons, arenas and trials have enhanced rewards.
Why would it be such a bad thing for Seasoned, Master and Vestige to have a chance at dropping purple/gold versions of overland gear? It's not even exclusive gear unlike perfected crap so what's the problem?
One side is asking for consistency in game design and reward structures, the other is asking for a deviation. More difficulty = more reward in every other aspect of the game but overland is the arbitrary line being drawn? Make it make sense.
For the record I'm fine with Vestige for now. Zenimax Online Studios has said this is a first pass at the feature, I hope they'll revisit the rewards at some point, especially once we get crossplay and the 'we can't split the playerbase!' argument no longer holds water as to why we can't have different phasing for the various overland modes.
We already got purple/epic quality equipment in Overland before update 50.
Overland does not give you a consistent quality of equipment, the quality is random.
So do you want a higher chance at purple equipment or do you simply want gold/legendary equipment to drop at all?
Not exactly about consistency since dungeons do not drop gold equipment and as far as i know only trials drop gold equipment, but only jewelry.
That said, we are building Challenge Difficulty to be expandable in the future and layer with other existing systems to help reward players for taking on the challenge. For example, we could have Golden Pursuits with Challenge Difficulty-specific pursuits. If you complete those, you could get a specific tiered reward for your efforts. Expanding the rewards for Challenge Difficulty will be an ongoing discussion after launch, but we want to make sure you know why we are starting with experience and gold.
First, we are making a choice to make sure players are not separated by difficulty. We want to ensure you can engage with any player you want regardless of difficulty. To do this, the choice to opt-in or change your difficulty is up to you. If you like Overland the way it is, great! No change is needed. If you want it to be far more punishing, then opt-in to Vestige Difficulty. You can still play with friends, all while having the bump in challenge.