valenwood_vegan wrote: »So now people joining a random alik'r dolmen group, or randomly grouping up while waiting for a world boss or an encounter to start, or responding to requests for help in zone chat would have to worry about what difficulty the group leader is going to force them onto? Doesn't sound appealing to me - I would no longer join such groups if they could alter my settings; and it would be confusing at best for newer players who are unaware. If an organized group wants everyone on the same difficulty level, they can organize that.
EDIT: I want to be fair so sure I could see it as maybe a group finder thing, where the information can be more clearly communicated up front before people join. But to me it overall seems like more trouble than it's worth.
DestroyerPewnack wrote: »DestroyerPewnack wrote: »SilverBride wrote: »Overland difficulty is an optional system. Forcing it on others is not optional.
Joining a group is an optional system, though. If your group leader queues for a veteran dungeon, you don't get to play with that group on normal difficulty. What's the issue here?
These are not analogous.
An instance’s difficulty is a setting that applies to the instance. It changes the mobs and mechanics in the instance rather than the player characters. The group lead is thus controlling the environment, not the players within it. When the latter was attempted, it took a matter of days for ZOS to shut it down.
Personal difficulty settings for overland are the opposite. They change the player character, not the world around it. Each person has the ability to control that setting for themselves at all times as part of retaining control over their character. If the group wants everyone to choose the same thing together, they are all more than capable of selecting the appropriate setting without someone doing it for them. Friendly reminders here would go a long way towards supporting personal agency, responsibility, and interpersonal relations. If a person needs to have their difficulty settings controlled because they refuse to set it appropriately for the group after a reminder, a difficulty override is not going to address the bigger issues there.
They are absolutely and without exception analogous.
From the player's perspective, whether you make enemies stronger or make the player weaker, the end result is the same: the player takes more damage and deals less damage. It's a distinction without a difference.
Personal difficulty is preserved when you're playing solo, or when you're playing in a group with OP's default setting suggestion, (no override.)
What OP and the rest of us are talking about here is not taking away your personal freedom, but giving guild event leads a tool to make hosting overland guild events seamless. You still have all the freedom in the world to choose whether or not to join a group.
SilverBride wrote: »I don't know if it would even be possible for one player to see another player's settings, let alone alter them. They would need access to the player's account for that I assume.
Likewise, I wouldn’t want a group lead having control over my other individual settings either. I can and should adjust those myself. I am happy to get reminders or pointers, but I don’t want another player overriding my settings for me, even if I’d choose the very same settings myself. The agency of choice—as both freedom and responsibility—is important.
spartaxoxo wrote: »Likewise, I wouldn’t want a group lead having control over my other individual settings either. I can and should adjust those myself. I am happy to get reminders or pointers, but I don’t want another player overriding my settings for me, even if I’d choose the very same settings myself. The agency of choice—as both freedom and responsibility—is important.
The group setting just places a temporary override. This option is already in the game with dungeons. The group leader can set the dungeon difficulty to veteran and then when teammates port directly into a dungeon it will be on vet. If they leave the group, they'll be back on their own settings without having to adjust anything.
The only player agency it takes away is the opportunity to troll groups by joining with no intention of meeting the group's requirements to be on the proper setting.
We would still get to choose which groups we join and would still retain our individual settings.
I really don't get how people are acting like this would be so much different to guild dungeon grouping.
tomofhyrule wrote: »spartaxoxo wrote: »Likewise, I wouldn’t want a group lead having control over my other individual settings either. I can and should adjust those myself. I am happy to get reminders or pointers, but I don’t want another player overriding my settings for me, even if I’d choose the very same settings myself. The agency of choice—as both freedom and responsibility—is important.
The group setting just places a temporary override. This option is already in the game with dungeons. The group leader can set the dungeon difficulty to veteran and then when teammates port directly into a dungeon it will be on vet. If they leave the group, they'll be back on their own settings without having to adjust anything.
The only player agency it takes away is the opportunity to troll groups by joining with no intention of meeting the group's requirements to be on the proper setting.
We would still get to choose which groups we join and would still retain our individual settings.
I really don't get how people are acting like this would be so much different to guild dungeon grouping.
But virtus did give an example of trolling in the opposite direction.
If I'm in Summerset while everyone's farming dailies for new plans now, I can go into /zone and offer to share my dailies... conveniently not mentioning that I set my difficulty to Vestige/Overwrite. Now all of these people who are just joining the group to get the daily find themselves getting oneshot by the direwolves on the way to the WB and no indication of such.
Whereas as it is now, group leads could still choose to give instructions to their groups and remove people who are not playing along.
Either way has methods for trolling and for agency on one party's part, but the way it is now doesn't need extra dev time.
tomofhyrule wrote: »
But virtus did give an example of trolling in the opposite direction.
If I'm in Summerset while everyone's farming dailies for new plans now, I can go into /zone and offer to share my dailies... conveniently not mentioning that I set my difficulty to Vestige/Overwrite. Now all of these people who are just joining the group to get the daily find themselves getting oneshot by the direwolves on the way to the WB and no indication of such.
SilverBride wrote: »This option is not in the game with dungeons. The dungeon group leader chooses if they are going to run normal or veteran, which are 2 completely different dungeons. They then queue for the dungeon they choose. There is no setting that needs to be made by or to any player entering. They just go in the dungeon that the group queued for.
We can see other player's titles and other things to when we look at them, but we cannot open their character screen and made any changes to their stats or anything else showing in that screen.
Calling it a temporary override still requires getting into the player's account and changing their setting. No player can change another's settings. That would open a can of worms I don't think they would want.

valenwood_vegan wrote: »tomofhyrule wrote: »
But virtus did give an example of trolling in the opposite direction.
If I'm in Summerset while everyone's farming dailies for new plans now, I can go into /zone and offer to share my dailies... conveniently not mentioning that I set my difficulty to Vestige/Overwrite. Now all of these people who are just joining the group to get the daily find themselves getting oneshot by the direwolves on the way to the WB and no indication of such.
Right and on top of that, the difficulty setting can't be changed once in combat so people who joined the group could become temporarily stuck on that undesired setting. People joining a group would need some sort of warning that joining the group will change their difficulty setting. The group leader then shouldn't be allowed to change the difficulty from what people accepted when they joined. Suddenly we're adding more and more issues and various extra layers of complexity and dev time that imo aren't necessary when an organized group could just communicate and have everyone set the desired difficulty.
spartaxoxo wrote: »tomofhyrule wrote: »spartaxoxo wrote: »Likewise, I wouldn’t want a group lead having control over my other individual settings either. I can and should adjust those myself. I am happy to get reminders or pointers, but I don’t want another player overriding my settings for me, even if I’d choose the very same settings myself. The agency of choice—as both freedom and responsibility—is important.
The group setting just places a temporary override. This option is already in the game with dungeons. The group leader can set the dungeon difficulty to veteran and then when teammates port directly into a dungeon it will be on vet. If they leave the group, they'll be back on their own settings without having to adjust anything.
The only player agency it takes away is the opportunity to troll groups by joining with no intention of meeting the group's requirements to be on the proper setting.
We would still get to choose which groups we join and would still retain our individual settings.
I really don't get how people are acting like this would be so much different to guild dungeon grouping.
But virtus did give an example of trolling in the opposite direction.
If I'm in Summerset while everyone's farming dailies for new plans now, I can go into /zone and offer to share my dailies... conveniently not mentioning that I set my difficulty to Vestige/Overwrite. Now all of these people who are just joining the group to get the daily find themselves getting oneshot by the direwolves on the way to the WB and no indication of such.
Whereas as it is now, group leads could still choose to give instructions to their groups and remove people who are not playing along.
Either way has methods for trolling and for agency on one party's part, but the way it is now doesn't need extra dev time.
They could just drop group after the share or pay attention to the setting on groups.
spartaxoxo wrote: »tomofhyrule wrote: »spartaxoxo wrote: »Likewise, I wouldn’t want a group lead having control over my other individual settings either. I can and should adjust those myself. I am happy to get reminders or pointers, but I don’t want another player overriding my settings for me, even if I’d choose the very same settings myself. The agency of choice—as both freedom and responsibility—is important.
The group setting just places a temporary override. This option is already in the game with dungeons. The group leader can set the dungeon difficulty to veteran and then when teammates port directly into a dungeon it will be on vet. If they leave the group, they'll be back on their own settings without having to adjust anything.
The only player agency it takes away is the opportunity to troll groups by joining with no intention of meeting the group's requirements to be on the proper setting.
We would still get to choose which groups we join and would still retain our individual settings.
I really don't get how people are acting like this would be so much different to guild dungeon grouping.
But virtus did give an example of trolling in the opposite direction.
If I'm in Summerset while everyone's farming dailies for new plans now, I can go into /zone and offer to share my dailies... conveniently not mentioning that I set my difficulty to Vestige/Overwrite. Now all of these people who are just joining the group to get the daily find themselves getting oneshot by the direwolves on the way to the WB and no indication of such.
Whereas as it is now, group leads could still choose to give instructions to their groups and remove people who are not playing along.
Either way has methods for trolling and for agency on one party's part, but the way it is now doesn't need extra dev time.
They could just drop group after the share or pay attention to the setting on groups.
tomofhyrule wrote: »So if the goal is to put the onus on the player to check their own difficulty, then what's the major problem with putting the onus on the group leader to check their groupmates instead?
Here's another example that I've actually done (and that I know OP would also like). I run annual Werewolf trials in my social guild, where every group member must be in werewolf form with the exception of one or two healers who must be vampires. I make that part of the announcement in the guild Discord, and we mention it in the MOTD.
valenwood_vegan wrote: »tomofhyrule wrote: »
But virtus did give an example of trolling in the opposite direction.
If I'm in Summerset while everyone's farming dailies for new plans now, I can go into /zone and offer to share my dailies... conveniently not mentioning that I set my difficulty to Vestige/Overwrite. Now all of these people who are just joining the group to get the daily find themselves getting oneshot by the direwolves on the way to the WB and no indication of such.
Right and on top of that, the difficulty setting can't be changed once in combat so people who joined the group could become temporarily stuck on that undesired setting. People joining a group would need some sort of warning that joining the group will change their difficulty setting. The group leader then shouldn't be allowed to change the difficulty from what people accepted when they joined. Suddenly we're adding more and more issues and various extra layers of complexity and dev time that imo aren't necessary when an organized group could just communicate and have everyone set the desired difficulty.
Erickson9610 wrote: »
- Adventurer (Forces every group member into Adventurer difficulty)
- Seasoned (Forces every group member into Seasoned difficulty)
- Master (Forces every group member into Master difficulty)
- Vestige (Forces every group member into Vestige difficulty)
SilverBride wrote: »All I see in that screenshot is the dungeon difficulty of that particular player.
https://youtu.be/4aF8B8hFF24

spartaxoxo wrote: »My setting did change. You can see it in the video. It was set to normal because group leader's setting was normal.
I entered a dungeon the group leader did not queue for and was not inside and it was set to normal.
SilverBride wrote: ».spartaxoxo wrote: »My setting did change. You can see it in the video. It was set to normal because group leader's setting was normal.
I entered a dungeon the group leader did not queue for and was not inside and it was set to normal.
It was set to normal because group leader's setting was normal. This is exactly what I have been saying. The dungeon was set to normal, not the group member's preferences.
The group leader doesn't have to be in the dungeon for their setting to still be the one the game is using for the group.
Your option for dungeons to default to veteran is not changed by anything other than you changing it yourself