What mental gymnastics did I wake up to?
Let’s not put words in people’s mouths now. 😁
This thread is feedback, not complaints, not whining, not attacking anyone, it is my honest criticism of the reward structure provided by Challenge Difficulty. My feedback is that the new slider does not adhere to the same risk-vs-reward structure that the rest of the game follows.
Saying that Challenge Slider was added just “for thrills” is a bold assumption, there are a plethora of reasons why this was needed, one such reason is that for over a decade we have had a push for a more rewarding game.
Rewards throughout Overland have been notoriously stingy, and while this has been remedied in the last few Chapters, we still have plenty of old zones that do not reward anything.
Let’s also keep in mind that Fin has said that the team is still working on the reward structure for this, and that the slider is a work in progress.
Instead of creating some weird narrative about people complaining (this thread is not that) why don’t you amazing constructive people come up with your own feedback regarding your own experience?
The Challenge system isn't designed to be risk/reward. It's designed to be player choice on how hard they want to nerf themselves.
What mental gymnastics did I wake up to?
Let’s not put words in people’s mouths now. 😁
This thread is feedback, not complaints, not whining, not attacking anyone, it is my honest criticism of the reward structure provided by Challenge Difficulty. My feedback is that the new slider does not adhere to the same risk-vs-reward structure that the rest of the game follows.
Saying that Challenge Slider was added just “for thrills” is a bold assumption, there are a plethora of reasons why this was needed, one such reason is that for over a decade we have had a push for a more rewarding game.
Rewards throughout Overland have been notoriously stingy, and while this has been remedied in the last few Chapters, we still have plenty of old zones that do not reward anything.
Let’s also keep in mind that Fin has said that the team is still working on the reward structure for this, and that the slider is a work in progress.
Instead of creating some weird narrative about people complaining (this thread is not that) why don’t you amazing constructive people come up with your own feedback regarding your own experience?
The Challenge system isn't designed to be risk/reward. It's designed to be player choice on how hard they want to nerf themselves.
Show me one developer saying that.

What mental gymnastics did I wake up to?
Let’s not put words in people’s mouths now. 😁
This thread is feedback, not complaints, not whining, not attacking anyone, it is my honest criticism of the reward structure provided by Challenge Difficulty. My feedback is that the new slider does not adhere to the same risk-vs-reward structure that the rest of the game follows.
Saying that Challenge Slider was added just “for thrills” is a bold assumption, there are a plethora of reasons why this was needed, one such reason is that for over a decade we have had a push for a more rewarding game.
Rewards throughout Overland have been notoriously stingy, and while this has been remedied in the last few Chapters, we still have plenty of old zones that do not reward anything.
Let’s also keep in mind that Fin has said that the team is still working on the reward structure for this, and that the slider is a work in progress.
Instead of creating some weird narrative about people complaining (this thread is not that) why don’t you amazing constructive people come up with your own feedback regarding your own experience?
The Challenge system isn't designed to be risk/reward. It's designed to be player choice on how hard they want to nerf themselves.
Show me one developer saying that.
What mental gymnastics did I wake up to?
Let’s not put words in people’s mouths now. 😁
This thread is feedback, not complaints, not whining, not attacking anyone, it is my honest criticism of the reward structure provided by Challenge Difficulty. My feedback is that the new slider does not adhere to the same risk-vs-reward structure that the rest of the game follows.
Saying that Challenge Slider was added just “for thrills” is a bold assumption, there are a plethora of reasons why this was needed, one such reason is that for over a decade we have had a push for a more rewarding game.
Rewards throughout Overland have been notoriously stingy, and while this has been remedied in the last few Chapters, we still have plenty of old zones that do not reward anything.
Let’s also keep in mind that Fin has said that the team is still working on the reward structure for this, and that the slider is a work in progress.
Instead of creating some weird narrative about people complaining (this thread is not that) why don’t you amazing constructive people come up with your own feedback regarding your own experience?
The Challenge system isn't designed to be risk/reward. It's designed to be player choice on how hard they want to nerf themselves.
Show me one developer saying that.
If the goal is to tailor our experience, where does that say anywhere that a harder experience shuts us out from greater rewards?
You can tailor your experience in dungeons, arenas, and trials too.
SilverBride wrote: »It didn't take long for the focus to change from "want overland to feel dangerous" to "Vestige isn't being rewarded for the difficulty". I wish I could say I'm surprised by this.
Repeat yourself all you want, @Gabriel_H you are not the designer of this Slider, neither have you worked on the game at any point.
Even if you had, this is a system driven by feedback, here I am giving more feedback.
It is obvious that there is an intent to reward more based on difficulty by the XP and Gold slider, it just isn’t enough.
If you complete a Chapter end-boss with a small group of friends on Vestige, you should get something cool from it.
SilverBride wrote: »It didn't take long for the focus to change from "want overland to feel dangerous" to "Vestige isn't being rewarded for the difficulty". I wish I could say I'm surprised by this.
Who’s focus? Wasn’t mine. 😁
Last I checked you were on EVERY page of that overland thread pushing back against Challenge Difficulty.
Can you quote me over there saying that I wanted a “for thrills” system that doesn’t incentivize you to play it? Matter of fact, can you quote me AT ALL over there?
If you complete a Chapter end-boss with a small group of friends on Vestige, you should get something cool from it.
It is obvious that there is an intent to reward more based on difficulty by the XP and Gold slider, it just isn’t enough.
SilverBride wrote: »SilverBride wrote: »It didn't take long for the focus to change from "want overland to feel dangerous" to "Vestige isn't being rewarded for the difficulty". I wish I could say I'm surprised by this.
Who’s focus? Wasn’t mine. 😁
Last I checked you were on EVERY page of that overland thread pushing back against Challenge Difficulty.
Can you quote me over there saying that I wanted a “for thrills” system that doesn’t incentivize you to play it? Matter of fact, can you quote me AT ALL over there?
I wasn't on every page. I even stopped replying to it for quite awhile.
I fought back against a separate veteran overland, but I supported an optional system.
The most prevalent reason given for players wanting this was so overland felt dangerous and more immersive. Now that they have difficulty levels better rewards are being requested.
My feedback to this is "No".
There is really no need to make this a controversial topic. Difficulty for the sake of difficulty is a simple enough concept. I even feel giving tiny rewards might have been a mistake, because people are already getting their expectations up.
AlexanderDeLarge wrote: »There is really no need to make this a controversial topic. Difficulty for the sake of difficulty is a simple enough concept. I even feel giving tiny rewards might have been a mistake, because people are already getting their expectations up.
I agree. It's completely inoffensive, in the opposite direction. Dungeons, arenas and trials get enhanced rewards in their difficulty modes. Why should overland breakaway from the reward structure/philosophy of more difficulty = more rewards? One side is asking for consistency in game design. The other is asking for a deviation.
Bit strange how the ones asking for consistency are labelled as whiners and beggars on these forums.
Funny, I was told for years that we were a vocal minority and ZOS had data that proved that I was just an idiot that didn't know what I was talking about. Very much a case of 'don't believe your lying eyes' when I'd scroll through steam reviews and comment sections on Facebook and YouTube and MassivelyOP comment sections directly attributing a lack of difficulty as to why they're not playing.
AlexanderDeLarge wrote: »Funny, I was told for years that we were a vocal minority and ZOS had data that proved that I was just an idiot that didn't know what I was talking about. Very much a case of 'don't believe your lying eyes' when I'd scroll through steam reviews and comment sections on Facebook and YouTube and MassivelyOP comment sections directly attributing a lack of difficulty as to why they're not playing.
Most-requested and vocal minority are not mutually exclusive, just saying.
Again, the same 'no fun allowed' crowd that was against the difficulty system in the first place, that is against fixing the companion difficulty issue, is also against better rewards for Vestige.
People who are bad at the game trying to keep everyone else down just because they can't be bothered to play and get better at the game they claim to love.
This is why ESO has gotten in a state in which it currently is, and why the population keeps declining.
AlexanderDeLarge wrote: »Many of us also said that veteran dungeons, trials and arenas had purple/gold gear and it makes no sense for this to be the exception to the general rule of 'more difficulty = more rewards'.
This feels like a bait post more than anything. There was hardly anyone against an opt-in system, and pretty much everyone who was against it were people who thought it would be a great idea to force everyone into playing on harder difficulty just because THEY wanted it. But hey, if you have proof of more than maybe one or two people saying we shouldn't have an opt-in harder Overland difficulty for people who wanted it, by all means prove me wrong. Until then this claim is blatantly untrue.Again, the same 'no fun allowed' crowd that was against the difficulty system in the first place, that is against fixing the companion difficulty issue, is also against better rewards for Vestige.
People who are bad at the game trying to keep everyone else down just because they can't be bothered to play and get better at the game they claim to love.
This is why ESO has gotten in a state in which it currently is, and why the population keeps declining.
Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
SilverBride wrote: »AlexanderDeLarge wrote: »Many of us also said that veteran dungeons, trials and arenas had purple/gold gear and it makes no sense for this to be the exception to the general rule of 'more difficulty = more rewards'.
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.
Overland difficulty does not change a single thing about the overland enemies. It does not make them any more difficult. It is a debuff on the character that chooses to use it, to make the fight (not the enemy) more difficult for just them. That would not have any effect on the loot tables.