wolfie1.0. wrote: »SilverBride wrote: »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.
How can you tell if someone is? I mean you can probably tell if someone is running Vestige difficulty. But the lower ones?
I have been running around on seasoned a bit and honestly, i can barely tell that something has changed.
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: »I suspect that a lot of players will go back to Adventurer as the new wears off anyway. It's just way more efficient and that is important for players that have limited time to play.
Well if you tried it you'd maybe realise that you can easily strike a balance where you kill stuff quickly but it just feels more engaging and satisfying. Doing a quest where you need to kill some apparetly terrible boss is a bit lacklustre if the guy barely lasts for two hits. Notch up the difficulty a level or two and it just feels more appropriate and immersive. It's not perfect, but I thoroughly enjoyed it tonight.SilverBride wrote: »I suspect that a lot of players will go back to Adventurer as the new wears off anyway. It's just way more efficient and that is important for players that have limited time to play.
Depends on the kind of enemy. You are a hero and a wolf should not frighten you but a deadra boss is meant to be a frightening opponentSilverBride wrote: »Struggling to defeat enemies is what would make me feel weak.
I think if you tried Seasoned on normal trash mobs you wouldn't struggle as much as you think. Either way it's just an optionSilverBride wrote: »I am Adventurer and I feel far from weak. Taking down enemies very quickly and easily shows that my character is strong. Struggling to defeat enemies is what would make me feel weak.
CalamityCat wrote: »I think if you tried Seasoned on normal trash mobs you wouldn't struggle as much as you think. Either way it's just an optionSilverBride wrote: »I am Adventurer and I feel far from weak. Taking down enemies very quickly and easily shows that my character is strong. Struggling to defeat enemies is what would make me feel weak.
wolfie1.0. wrote: »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.
How can you tell if someone is? I mean you can probably tell if someone is running Vestige difficulty. But the lower ones?
I have been running around on seasoned a bit and honestly, i can barely tell that something has changed.
No one is holding an inferno staff at you to play on Vestige tho.
From a practical standpoint you are right, the rewards for it are not so appealing but people wanted harder overland content not for the sake of rewards but for it to actually pose a challenge.
Are those “personal challenge” people in the room with us now? I’ve got a great case study for you guys.
Look around.
Count 20 people at any town hub for their difficulty visible next to their Username and see for yourself what “Challenge” people are seeking… and hey. I get it. Vestige isn’t designed for everyone…
I’m stating that based on my experience playing Vestige, I have found that the rewards are not aspirational enough to incentivize playing the difficulty outside of our Guild Events that require it.
SilverBride wrote: »wolfie1.0. wrote: »SilverBride wrote: »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.
How can you tell if someone is? I mean you can probably tell if someone is running Vestige difficulty. But the lower ones?
I have been running around on seasoned a bit and honestly, i can barely tell that something has changed.
They have a different health bar. Like the ones seen on dangerous enemies like river trolls for example, and world bosses, depending on which difficulty level they are using.
The goal of the changes was never to add a better incentive for you to grind, it was introduced as an easy to implement stop-gap solution for players that kept complaining about difficulty. That's why the "difficulty" is just relating to damage done and taken, and not actual enemies with more variation in behavior.
It's hard to believe otherwise, when the result speaks for itself.
I thought the devs were pretty clear that at the outset we wouldn't get massive loot, but that they might consider changing that later. I see this as simply a starting point where we can now test it and give more specific feedback that the devs can build on for a later update. Now it's live the devs can see how players use difficulty and iterate on the system.FlopsyPrince wrote: »Which is the exact reason some of us said it would fail....
A stop-gap solution will not meet the desire and it still either won't stay hard enough for long enough OR it will be too hard and people will quit trying.
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.
Then don't self-nerf and just enjoy the game as is.
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. So many people claimed that they only wanted to actually be engaged in Overland combat, they wanted to be challenged, they wanted to feel danger. That's the entire reason it was implemented. It wasn't content meant to give additional rewards beyond making things harder so people could feel that sense of danger and engagement.
SundarahFr3akinrican wrote: »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.
Then don't self-nerf and just enjoy the game as is.
So do you believe games shouldnt have reward systems?
After running around questing with my partner for about 6 hours in-game total since this update, exclusively on Vestige, with great builds between us, I can say with 100% certainty that Vestige is not a rewarding enough experience.
To put it simply, the XP and gold payout do not equate the difficulty spike associated with them.
That said, there is a lot of potential here to add all kinds of achievements that reward cosmetics, like outfits, skill styles, adornments, titles, ect… for completing instanced quest content on Vestige, but two changes need to be made before that can happen.
- Difficulty needs to be determined by your Party Lead, not individual to each player.
- Quests need to be repeatable.
Getting to the point where you can be successful on Vestige, should feel incredible. Right now it doesn’t…
SundarahFr3akinrican wrote: »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.
Then don't self-nerf and just enjoy the game as is.
So do you believe games shouldnt have reward systems?
SundarahFr3akinrican wrote: »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.
Then don't self-nerf and just enjoy the game as is.
So do you believe games shouldnt have reward systems?
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.
SerafinaWaterstar wrote: »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.
Yes, just put down everyone who is against more rewards for something that was asked for apparently fun & challenge alone.
Not everyone playing this game plays to be a dps ‘god’ or thinks that is the ultimate or only way to play. People play this game for many reasons; who are you to insult them if they don’t play the way you think they should?
I’m not bad at this game; have some trifectas & HM etc but I do not think that Vestige level should get more rewards. I can ‘git gud’ at this game without torturing myself at a Vestige level dragon, but then my self-worth is not tied up with how much dps I do in a game.
On a more general note, more rewards would mean another re-working of the system as otherwise, as has been pointed out, it would be incredibly easy to cheese these new shinies, and I would prefer the devs to be using their time more productively on other aspects of the game.
Let me ask this:
Back before we had CD as an option, one of the common things people were told to do was go naked to make stuff harder. So let's say someone decided to remove all their gear, unmorph all their Skills and let's even say remove all their Passives, and unspec all their Attribute Points and CP. They've become essentially become a brand new character right out of character creation, just with more Skills than a brand new character would have.
Does it make sense to say this player should get higher rewards than someone who opted NOT to do all of that to make the game harder? Or would it just be recognized as someone imposing restrictions on themselves and not changing anything about the game itself such as mechanics, mob damage/health, or loot tables?
Like I said, I don't really care if rewards are added. If there's something I want I'll just poke some friends and we'll spend time working towards it. My point is still that the setting wasn't designed to give rewards and that it's also a little bit weird that it does considering it's a self-imposed debuff.