Vestige makes the game more fun, which honestly is the best reward you can have IMHO. But the in-game rewards should mirror the difficulty. That is just common sense and consistent with game design across the board. If you can make more gold and experience from doing the game in adventurer mode killing weaker enemies faster with less repairs than you can in Vestige mode, then that is a design flaw regardless of the individual player's preferences.
Vestige makes the game more fun, which honestly is the best reward you can have IMHO. But the in-game rewards should mirror the difficulty. That is just common sense and consistent with game design across the board. If you can make more gold and experience from doing the game in adventurer mode killing weaker enemies faster with less repairs than you can in Vestige mode, then that is a design flaw regardless of the individual player's preferences.
The game design is that in-game rewards reflect complexity. There is no difference in the complexity between Adventurer and Vestige.
Vestige makes the game more fun, which honestly is the best reward you can have IMHO. But the in-game rewards should mirror the difficulty. That is just common sense and consistent with game design across the board. If you can make more gold and experience from doing the game in adventurer mode killing weaker enemies faster with less repairs than you can in Vestige mode, then that is a design flaw regardless of the individual player's preferences.
The game design is that in-game rewards reflect complexity. There is no difference in the complexity between Adventurer and Vestige.
Sure there is. On Vestige you need to play smarter and design a solid build to be successful. Those are "complexities". ON adventurer mode you can literally kill things naked and blindfolded.
Vestige makes the game more fun, which honestly is the best reward you can have IMHO. But the in-game rewards should mirror the difficulty. That is just common sense and consistent with game design across the board. If you can make more gold and experience from doing the game in adventurer mode killing weaker enemies faster with less repairs than you can in Vestige mode, then that is a design flaw regardless of the individual player's preferences.
The game design is that in-game rewards reflect complexity. There is no difference in the complexity between Adventurer and Vestige.
Sure there is. On Vestige you need to play smarter and design a solid build to be successful. Those are "complexities". ON adventurer mode you can literally kill things naked and blindfolded.
A level 10 can't. Try taking one to a Chapter world boss, see how it goes. Should they get extra rewards for downing a world boss?
Playing smarter and having a solid build is nothing to do with the complexity of the fight.
There is a minimum level of skill, knowledge and gear required but that is not complexity, or even difficulty given that information can be easily googled.
And yes; when a fight requires you to play smarter and build your character more effectively, that adds to the complexity of the fight. So we'll just have to agree to disagree about that.
I can’t help but be amazed that even after bolding the word “instanced” in the OP, and elaborating that there would need to be changes made to prevent cheating the system… like forcing the group lead’s difficulty when entering the already private instances of these bosses… the specific area that I’m advocating for increased rewards… we still have people twisting the meaning of those words into something else entirely.
I don’t care if a mudcrab drops a basic white weapon on Vestige difficulty, but if I’m having to coordinate with my partner with callouts, working hard to handle the PRIVATE INSTANCE final pinnacle boss after completing both North and South Elsweyr, or the PRIVATE INSTANCE pinnacle boss only unlocked after Western Skyrim and Markarth are complete… there should be something cool waiting for you to show off your hard work.
Now; if people are struggling to read the OP, let me know, I’ll add a TLDR “How-To-Read for Dummys” section at the bottom of the thread. Respectfully, stop insulting me with the constant word twisting.
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.
there should be something cool waiting for you to show off your hard work
Vestige makes the game more fun, which honestly is the best reward you can have IMHO. But the in-game rewards should mirror the difficulty. That is just common sense and consistent with game design across the board. If you can make more gold and experience from doing the game in adventurer mode killing weaker enemies faster with less repairs than you can in Vestige mode, then that is a design flaw regardless of the individual player's preferences.
Once server technology (or rather sever budget) have improved to the point that the game can handle a novice and a veteran instance for every zone, I'm all for difficulty rewards to entice players to play in higher difficulty so there is enough population to do hard incursions and world bosses. But right now I see only two reasons why one would be asking for difficulty rewards:
- - You want rewards. Difficulty is a means to that end, and the self-nerf isn't too bad when normies can carry you.
- - You want the higher difficulty, but normies ruin the experience, so they need to be enticed to increase their difficulty.
There is none. There isn't meant to be beyond personal preference.
Clarification: Vestige is the incentive and reward. It's entirely a sense of self-accomplishment.
The fun of Vestige is the reward.
You can't compare the two, because the point of doing those activities IS to be rewarded. The rewards are incentives for engaging with that content.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?
Challenge Difficulty is NOT the same thing. The content itself is the incentive and the reward. That's how it was always meant to be from the start.
You can DIRECTLY compare the two because they are both increased difficulty variants of the same activities. Regardless of introduced mechanics.
SundarahFr3akinrican wrote: »There is none. There isn't meant to be beyond personal preference.
Clarification: Vestige is the incentive and reward. It's entirely a sense of self-accomplishment.
This is not how many people look at it. I know this got a lot of thumbs ups, but many people see it to be pointless without some added reward structure attached.
The devs have also said this is the first iteration. People that accomplish something difficult should be rewarded for such. Tangible rewards.
omegatay_ESO wrote: »I would really like ZoS after 6 months to a year give us the results of this. I want to know how much of the player base plays on what difficulty. I bet most stick with default and this was not needed. But yea, just really courious.
wolfie1.0. wrote: »omegatay_ESO wrote: »I would really like ZoS after 6 months to a year give us the results of this. I want to know how much of the player base plays on what difficulty. I bet most stick with default and this was not needed. But yea, just really courious.
I think you will be surprised.
I think the distribution will be a bit more even.
If you need rewards in order to be encouraged to do harder Overland then you aren't Challenge Difficulty's target audience. It wasn't made for people who feel like every single thing that's harder is meant to give rewards, it was made for people for whom the challenge IS the reward.SundarahFr3akinrican wrote: »The fun of Vestige is the reward.
Please ZoS care for the people that don't see it this way. I (and many others) want to tangibly be rewarded for doing difficult things. Doing said thing is not enough or a "reward".
A big part about MMOs is about flaunting. Flaunting your house, furniture, gear, mounts, fashion and very much so achievements.
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.
So this whole system only truly works outside the multiplayer component of an MMO for technical reasons and nobody thought it was structural flaw undermining the entire point of it existing in the first place?
SilverBride wrote: »wolfie1.0. wrote: »omegatay_ESO wrote: »I would really like ZoS after 6 months to a year give us the results of this. I want to know how much of the player base plays on what difficulty. I bet most stick with default and this was not needed. But yea, just really courious.
I think you will be surprised.
I think the distribution will be a bit more even.
I agree with @omegatay_ESO. I don't see very many players using difficulty now and feel that the new will soon wear off and give way to efficiency and convenience.
I doubt they will give us any data though.
@Arunei you’ve got a lot to quote, so I’ll just tag you… instanced overland content already exists.
Most, if not all, end-bosses of zone storylines end with an instanced boss fight where no other players than groupmates are present.