
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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
The reason they didn't split the different settings into instances wasn't just because they wanted to keep the playerbase together. It was because they literally couldn't afford to make four separates instances for each setting for all Overland content and not have it negatively impact the game altogether, as stated in this post by Finn (which they REALLY need to make a sticky about).
Also, just because they said it's for "veteran players" doesn't make it Vet content. Vet players =/= vet content.
It was said over and over in this thread over the years that people just wanted the challenge for challenge's sake.
Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
spartaxoxo wrote: »Let's say there's a good chance to drop green, a small chance to drop blue, and a super small chance to drop purple.
They could change that to a good chance to drop blue, a small chance to drop purple, and a super small chance to drop gold on Vestige
BretonMage wrote: »spartaxoxo wrote: »Let's say there's a good chance to drop green, a small chance to drop blue, and a super small chance to drop purple.
They could change that to a good chance to drop blue, a small chance to drop purple, and a super small chance to drop gold on Vestige
I think it would be fine to have a chance at purple gear on defeating a boss on challenge mode. While I think that the challenge itself was supposed to be the reward, I can also understand that if you had to spend a lot of time (aside from those "gaming" the system) killing a boss, you'd probably appreciate a chance at purple gear. Not so sure about gold gear, but there's already a chance for purple gear in overland treasure chests, so why not challenge difficulty.
As long as you're not getting something completely unique and otherwise unobtainable, I think it would be fair, and not feel exclusionary to the normal questers.
spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
spartaxoxo wrote: »BretonMage wrote: »spartaxoxo wrote: »Let's say there's a good chance to drop green, a small chance to drop blue, and a super small chance to drop purple.
They could change that to a good chance to drop blue, a small chance to drop purple, and a super small chance to drop gold on Vestige
I think it would be fine to have a chance at purple gear on defeating a boss on challenge mode. While I think that the challenge itself was supposed to be the reward, I can also understand that if you had to spend a lot of time (aside from those "gaming" the system) killing a boss, you'd probably appreciate a chance at purple gear. Not so sure about gold gear, but there's already a chance for purple gear in overland treasure chests, so why not challenge difficulty.
As long as you're not getting something completely unique and otherwise unobtainable, I think it would be fair, and not feel exclusionary to the normal questers.
Yeah, that basically how I feel about it. I don't need unique and otherwise unobtainable fancy cosmetics. I also really like that the devs made most of it available on seasoned difficulty and that the seasoned difficulty isn't so much harder than the normal. I think for most people they'll be able to get the dyes and stuff thanks to that.
spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
spartaxoxo wrote: »spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
They do not because the person who isn't using challenge difficulty kills far faster so they get more exp. Adventurers can also take on more mobs at the same time to speed things up.
Many people in this thread over the years 100% did say they didn't need to be enticed into harder content because the challenge itself was to be the reward. And it was brought up numerous times that people would likely start asking for rewards.spartaxoxo wrote: »The reason they didn't split the different settings into instances wasn't just because they wanted to keep the playerbase together. It was because they literally couldn't afford to make four separates instances for each setting for all Overland content and not have it negatively impact the game altogether, as stated in this post by Finn (which they REALLY need to make a sticky about).
Yes, that's what I meant about not being technologically possible. Neither "we wanted to make it a separate instance but couldn't because of the coding," and "they were willing to cooperate," are reasons to punish a player.
How is it punishing anyone? Especially if they can't do it because it would make the game run worse? So the entirety of Overland should run worse for everyone for the sake of people who want to take longer to kill Overland mobs?Also, just because they said it's for "veteran players" doesn't make it Vet content. Vet players =/= vet content.
Yes. That's exactly what means. Vet players are people who play vet content. And vet content is higher difficulty than normal.
Uh...Vet content does not mean it's specifically for veteran players. It's simply harder content that ANYONE can do once they reach a certain level. And that level doesn't make them a veteran, especially now that people can super power level.
And vet players do not all do Vet content either. I'm one who doesn't. Just because the harder content has 'vet' in its name doesn't make it synonymous with vet players.It was said over and over in this thread over the years that people just wanted the challenge for challenge's sake.
Proven false multiple times.
You might be fine with us getting XP and dyes. But many people aren't and want even that taken away.
Without the rewards vet players would be locked out of the same experience as everyone else. Nobody else has to choose between rewards and gameplay functionality. And neither should people using challenge difficulty.
This whole conversation started because people were mad that someone said they were fine with the existing rewards. Small requests to make some of the people a little happier like the drops going from green to blue were also stated to be "wrong," because "we're asking for it."
Almost nobody was requesting to be treated as having their time valued less than casual players. Many said they wanted rewards from the very beginning. A lot of people are fine with things like no mounts or costumes. But I am opposed to things like no exp. That crosses the line from ensuring that casual players can get a good experience to active contempt for vet players time imo. It would be disrespectful to have it have nothing imo.
spartaxoxo wrote: »spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
They do not because the person who isn't using challenge difficulty kills far faster so they get more exp. Adventurers can also take on more mobs at the same time to speed things up.
Someone who takes 30 seconds to kill an enemy is not killing far faster than someone who takes 30 seconds to kill an enemy. The one who takes 30 seconds because they are using challenge difficulty is getting more xp.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
They do not because the person who isn't using challenge difficulty kills far faster so they get more exp. Adventurers can also take on more mobs at the same time to speed things up.
Someone who takes 30 seconds to kill an enemy is not killing far faster than someone who takes 30 seconds to kill an enemy. The one who takes 30 seconds because they are using challenge difficulty is getting more xp.
It's impossible for the enemy to take the same amount of time. You do 80% reduced damage on Vestige. If it took me 30 seconds on Vestige, it would have taken me like 8 seconds on Adventurer. And the exp bonus doesn't offset that massive gap in time.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
They do not because the person who isn't using challenge difficulty kills far faster so they get more exp. Adventurers can also take on more mobs at the same time to speed things up.
Someone who takes 30 seconds to kill an enemy is not killing far faster than someone who takes 30 seconds to kill an enemy. The one who takes 30 seconds because they are using challenge difficulty is getting more xp.
It's impossible for the enemy to take the same amount of time. You do 80% reduced damage on Vestige. If it took me 30 seconds on Vestige, it would have taken me like 8 seconds on Adventurer. And the exp bonus doesn't offset that massive gap in time.
It’s not impossible. Someone who is not using a meta build would take 30 seconds on Adventurer while your meta build takes 30 seconds on Vestige. Your 30 seconds is more rewarded than theirs.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
They do not because the person who isn't using challenge difficulty kills far faster so they get more exp. Adventurers can also take on more mobs at the same time to speed things up.
Someone who takes 30 seconds to kill an enemy is not killing far faster than someone who takes 30 seconds to kill an enemy. The one who takes 30 seconds because they are using challenge difficulty is getting more xp.
It's impossible for the enemy to take the same amount of time. You do 80% reduced damage on Vestige. If it took me 30 seconds on Vestige, it would have taken me like 8 seconds on Adventurer. And the exp bonus doesn't offset that massive gap in time.
It’s not impossible. Someone who is not using a meta build would take 30 seconds on Adventurer while your meta build takes 30 seconds on Vestige. Your 30 seconds is more rewarded than theirs.
That's a difference in personal skill, not gameplay settings. If you compare two people of similar skill, the adventurer always wins. You are conflating two different variables.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Attorneyatlawl wrote: »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.
Challenge difficulty is a self-imposed nerf. You can get the same result by changing your equipment and skills. There is no fundamental difference between the two choices.
Prior to challenge difficulty, players did not get extra rewards for being weaker; having no rewards for challenge difficulty would thus be consistency in game design and reward structure. Adding rewards to only one particular way of making your character weaker is a deviation.
Incorrect. Challenge difficulties still let you use builds, gear combos, and skill. Simply removing your gear removes the RPG part of the mmorpg. Stop being disingenuous. We're being punished on xp/hr due to the slower kill pacing (at minimum 5x time to kill not factoring in 7x damage taken and mob mechanics that fire that used to die before they happened). We only get double xp for all that. It is deeply slanted against people who want to use challenge difficulties in terms of rewards at the moment.
Challenge difficulties let you use fewer builds and gear combos than are viable without using challenge difficulties.
You’re not being punished. You are bringing your preferred builds down to the effectiveness of weaker builds, but you’re getting more xp than if you simply changed your build. This means it is deeply slanted in favor of people who want to use challenge difficulties in terms of rewards at the moment.
No. It's not. You get less xp even with the offsets.
Yes. It is. Someone who takes 30 seconds to kill an enemy because they used challenge difficulty gets more xp than someone who takes 30 seconds to kill an enemy because they’re not using a meta build.
They do not because the person who isn't using challenge difficulty kills far faster so they get more exp. Adventurers can also take on more mobs at the same time to speed things up.
Someone who takes 30 seconds to kill an enemy is not killing far faster than someone who takes 30 seconds to kill an enemy. The one who takes 30 seconds because they are using challenge difficulty is getting more xp.
It's impossible for the enemy to take the same amount of time. You do 80% reduced damage on Vestige. If it took me 30 seconds on Vestige, it would have taken me like 8 seconds on Adventurer. And the exp bonus doesn't offset that massive gap in time.
It’s not impossible. Someone who is not using a meta build would take 30 seconds on Adventurer while your meta build takes 30 seconds on Vestige. Your 30 seconds is more rewarded than theirs.
That's a difference in personal skill, not gameplay settings. If you compare two people of similar skill, the adventurer always wins. You are conflating two different variables.
It’s not about skill, it’s about some character choices being weaker than others.
But the thing is, they achieve the exact same thing.spartaxoxo wrote: »The setting was always asked to include small rewards and that is how most video games handle difficulty settings whether or not they debuff the player or buff the mobs. It was not the primary concern but it was always part of it.
Player generated content is different from officially released stuff. You cannot reasonably expect the developer to anticipate everything a player might do with the tools they're given and then reward that. You do expect official gameplay systems, which the challenge difficulty mode is, to be made properly. Any official gameplay mode should be balanced, fun, and rewarding.
So, to answer your question, no I don't see player generated content the same as official releases.
maximusrex45 wrote: »I was extremely disappointed to learn today that ZOS has already started to go back on their promise to keep this as an optional system by adding achievements with reward like titles and dyes to it. And it's not already out and people are asking for even more rewards.
The game not being "too easy" is supposed to be the reward. The Gold and XP buffs are fair as they help to compensate for the increased time to kill.