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.
You can disagree all you like, it doesn't change that the complexity is the same.
I noticed you dodged my question. Want to take another crack at it: 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?
CameraBeardThePirate wrote: »Both arguments can be true.
Yes, it's true that the primary draw of Vestige difficulty is not the rewards but the actual challenge itself. I'm using Vestige not because I get a bit of extra XP and Gold but because I find the default Overland difficulty mind-numbingly easy.
However, since ZOS is already offering more Gold and XP for toggling on Vestige, they could at least make the math make sense. Getting double XP and double Gold isn't worth taking 5x the amount of time to kill things; 5 times the time for only double the rewards just doesn't really make sense because you are actively reducing the amount of gold and XP you're receiving throughout a day's worth of questing.
Whether they boost the values or add an additional reward (such as a slight chance of enemies dropping gold crafting mats for example), I do think ZOS should boost the rewards. That being said, if they don't, I don't really care that much either because I see the challenge of Vestige itself as the primary reason to toggle it on.
I saw this post and I just had to reply. The amount of ESO sycophancy and bashing the OP is just ridiculous…
I'm not quite sure disingenuous means what you think it does. No one that I've seen is skewing facts or acting like we know less than we actually do to argue a point. No one is saying anyone asked for Vestige itself. What we're saying is people were saying for literal years that Overland was too easy and thus that made it boring. It felt bland and lacked any threat or need for strategy. The complaint was never "Overland doesn't give enough rewards". The complaint was "Overland is too easy and boring".The "vestige is the incentive and reward" crowd in here are being extremely disingenuous. No one asked for Vestige in its current form. The types of players who wanted a Vestige-type mode wanted to play in the world for a challenge where there is mob diversity and mechanic diversity that gives a sense of accomplishment. Fighting a mudcrab in a Vestige-type mode, you should have to apply a resistance debuff like Nightblade's Surprise Attack otherwise all damage is reduced by 99%. If you're fighting a Flame Atronach, its immune to fire damage. If you're fighting a Troll, it full heals after one tick if a bleed effect isn't on it. Goblins could summon other Goblins when you attack one in a huge aggro radius like Murlocs in Classic WoW. Things that make you engage with mobs, the world and mechanics in a different way each time. It makes you create different builds and collect different sets. That is what players wanted.
I'm not quite sure disingenuous means what you think it does. No one that I've seen is skewing facts or acting like we know less than we actually do to argue a point. No one is saying anyone asked for Vestige itself. What we're saying is people were saying for literal years that Overland was too easy and thus that made it boring. It felt bland and lacked any threat or need for strategy. The complaint was never "Overland doesn't give enough rewards". The complaint was "Overland is too easy and boring".The "vestige is the incentive and reward" crowd in here are being extremely disingenuous. No one asked for Vestige in its current form. The types of players who wanted a Vestige-type mode wanted to play in the world for a challenge where there is mob diversity and mechanic diversity that gives a sense of accomplishment. Fighting a mudcrab in a Vestige-type mode, you should have to apply a resistance debuff like Nightblade's Surprise Attack otherwise all damage is reduced by 99%. If you're fighting a Flame Atronach, its immune to fire damage. If you're fighting a Troll, it full heals after one tick if a bleed effect isn't on it. Goblins could summon other Goblins when you attack one in a huge aggro radius like Murlocs in Classic WoW. Things that make you engage with mobs, the world and mechanics in a different way each time. It makes you create different builds and collect different sets. That is what players wanted.
THAT is the complaint Challenge Difficulty was made to address. And it was clear they wanted to make it opt in unless there was literally no other way they could implement it. And one could argue "setting your game to Vestige adds a whole bunch of different game rules" but what about the fact that would take a TON of resources? Even if only 10k players are using Vestige that's a lot of calculating the game needs to do that it never had to before. The more special mechs or conditions you want Vestige to apply, the more resources it would cost. Also the claim that "Vestige players wanted mech diversity" and claiming "that's what players wanted" is completely disregarding the players who have said they like Vestige and enjoy the challenge as it is.
Challenge Difficulty was developed because people kept saying Overland was too easy. It was the response to people not feeling the game engaged them enough in that regard. It wasn't made to entice people who were already happy with the difficulty to play at a higher one. It was made to make things more fun for the people who felt things just weren't challenging enough.
The "vestige is the incentive and reward" crowd in here are being extremely disingenuous. No one asked for Vestige in its current form. The types of players who wanted a Vestige-type mode wanted to play in the world for a challenge where there is mob diversity and mechanic diversity that gives a sense of accomplishment. Fighting a mudcrab in a Vestige-type mode, you should have to apply a resistance debuff like Nightblade's Surprise Attack otherwise all damage is reduced by 99%. If you're fighting a Flame Atronach, its immune to fire damage. If you're fighting a Troll, it full heals after one tick if a bleed effect isn't on it. Goblins could summon other Goblins when you attack one in a huge aggro radius like Murlocs in Classic WoW. Things that make you engage with mobs, the world and mechanics in a different way each time. It makes you create different builds and collect different sets. That is what players wanted.
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.
You can disagree all you like, it doesn't change that the complexity is the same.
I noticed you dodged my question. Want to take another crack at it: 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?
I didn't doge your question. I answered you about World Bosses. You just conveniently left my answer out of that quote of mine so you can pretend I didn't.
I wasn't talking about World Bosses. So there is no need for me to try it and see how it goes. But a level 10 can easily kill regular overland mobs naked and blindfolded. I know because I've done it at level 10. World Bosses I never had a problem with because those were some of the few fights in the game's world that actually felt like a fight instead of just mindlessly deleting pixels.
That's what I wrote in my last post to you. Everyone can see that is what I wrote to you. So playing these games is pointless and dishonest..
And I disagrede with you because you were wrong. If you have to play smarter and create a better build to win a fight it adds to the complexity of said fight. That is basic logic.
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.
You can disagree all you like, it doesn't change that the complexity is the same.
I noticed you dodged my question. Want to take another crack at it: 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?
I didn't doge your question. I answered you about World Bosses. You just conveniently left my answer out of that quote of mine so you can pretend I didn't.
I wasn't talking about World Bosses. So there is no need for me to try it and see how it goes. But a level 10 can easily kill regular overland mobs naked and blindfolded. I know because I've done it at level 10. World Bosses I never had a problem with because those were some of the few fights in the game's world that actually felt like a fight instead of just mindlessly deleting pixels.
That's what I wrote in my last post to you. Everyone can see that is what I wrote to you. So playing these games is pointless and dishonest..
And I disagrede with you because you were wrong. If you have to play smarter and create a better build to win a fight it adds to the complexity of said fight. That is basic logic.
Yeah, that's not an answer. It ignores both the context of my question, and the fact it is a generalised question.
When has a difficulty slider ever made any game more engaging? Genuine question. I've never seen it once. The "vestige is the incentive and reward" crowd are attempting to get people who are unhappy to shut them up. It's disingenuous because they know that this system isn't what anyone asked for and they are treating the vocally unhappy as if they are a bunch of ingrates. These people are sycophants who fear any critiques of the game on something they don't care about risks damaging it. It's ridiculous and childish.
I'm not quite sure disingenuous means what you think it does. No one that I've seen is skewing facts or acting like we know less than we actually do to argue a point. No one is saying anyone asked for Vestige itself. What we're saying is people were saying for literal years that Overland was too easy and thus that made it boring. It felt bland and lacked any threat or need for strategy. The complaint was never "Overland doesn't give enough rewards". The complaint was "Overland is too easy and boring".The "vestige is the incentive and reward" crowd in here are being extremely disingenuous. No one asked for Vestige in its current form. The types of players who wanted a Vestige-type mode wanted to play in the world for a challenge where there is mob diversity and mechanic diversity that gives a sense of accomplishment. Fighting a mudcrab in a Vestige-type mode, you should have to apply a resistance debuff like Nightblade's Surprise Attack otherwise all damage is reduced by 99%. If you're fighting a Flame Atronach, its immune to fire damage. If you're fighting a Troll, it full heals after one tick if a bleed effect isn't on it. Goblins could summon other Goblins when you attack one in a huge aggro radius like Murlocs in Classic WoW. Things that make you engage with mobs, the world and mechanics in a different way each time. It makes you create different builds and collect different sets. That is what players wanted.
THAT is the complaint Challenge Difficulty was made to address. And it was clear they wanted to make it opt in unless there was literally no other way they could implement it. And one could argue "setting your game to Vestige adds a whole bunch of different game rules" but what about the fact that would take a TON of resources? Even if only 10k players are using Vestige that's a lot of calculating the game needs to do that it never had to before. The more special mechs or conditions you want Vestige to apply, the more resources it would cost. Also the claim that "Vestige players wanted mech diversity" and claiming "that's what players wanted" is completely disregarding the players who have said they like Vestige and enjoy the challenge as it is.
Challenge Difficulty was developed because people kept saying Overland was too easy. It was the response to people not feeling the game engaged them enough in that regard. It wasn't made to entice people who were already happy with the difficulty to play at a higher one. It was made to make things more fun for the people who felt things just weren't challenging enough.
When has a difficulty slider ever made any game more engaging? Genuine question. I've never seen it once.
The "vestige is the incentive and reward" crowd are attempting to get people who are unhappy to shut them up. It's disingenuous because they know that this system isn't what anyone asked for and they are treating the vocally unhappy as if they are a bunch of ingrates. These people are sycophants who fear any critiques of the game on something they don't care about risks damaging it. It's ridiculous and childish.
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.
spartaxoxo wrote: »But they should be able to do things like having the enemy throw boulders at marked targets that do additional damage or add some status effect.
spartaxoxo wrote: »They could maybe do it so it's a bonus if not grouped so it's not so easily cheesed.
frogthroat wrote: »spartaxoxo wrote: »But they should be able to do things like having the enemy throw boulders at marked targets that do additional damage or add some status effect.spartaxoxo wrote: »They could maybe do it so it's a bonus if not grouped so it's not so easily cheesed.
These are actually pretty good suggestions.
For the extra mechanics to targeted players (ie, those who have higher than Adventurer) it would still be a massive ordeal. Player debuff is only affecting one part. Adding mechanics to bosses would affect every single WB, delve boss, PD boss, incursion, dragon, harrowstorm and the like. This would mean a huuuuuuge development project. So the cost-benefit factor might come into play.
The bonus if not grouped is also a good idea, but I think ZOS is trying to encourage players to group up, rather than incentivise not grouping.
What they should have done was introduce 1 new mechanic (probably an ultimate) to each different mob type that was punishing if you weren't paying attention so you can't coast through. On top of that, you increase the speed of the attacks of the mob, damage it does, and its hit points significantly. Instead, they made the game feel terrible by decreasing player damage by 80%.
You should never, EVER, decrease player damage in order to balance. It inherently makes you feel weaker instead of making the mobs feel stronger.
I saw this post and I just had to reply. The amount of ESO sycophancy and bashing the OP is just ridiculous…
I saw this post and I just had to reply. The amount of ESO sycophancy and bashing the OP is just ridiculous…
Pretty sure the response here are pointing out the problems with the OP's ideas (and your ideas). Reframing it as a personal attack in order to derail the argument is a choice that you made.
tomofhyrule wrote: »I for one would rather get new things (especially since they cut Dungeons this year and the Night Market did not make up for it) than rehash old things.
On the point about difficulty making a game more engaging: I don't know, any game that has difficulty settings to allow people to decide for themselves if Easy is too easy or Hard is too hard? Do you know how many games out there have adjustable difficulty settings? Because some people like Dark Souls level difficulty and some people like Animal Crossing level difficulty. It's super subjective and there are slews of games that give people options, including harder ones, because they know there are people who want a challenge and people who just want to experience the game without struggling to get five minutes in without dying. Hell there are games like RE that have challenges like not healing a single time.I'm not quite sure disingenuous means what you think it does. No one that I've seen is skewing facts or acting like we know less than we actually do to argue a point. No one is saying anyone asked for Vestige itself. What we're saying is people were saying for literal years that Overland was too easy and thus that made it boring. It felt bland and lacked any threat or need for strategy. The complaint was never "Overland doesn't give enough rewards". The complaint was "Overland is too easy and boring".The "vestige is the incentive and reward" crowd in here are being extremely disingenuous. No one asked for Vestige in its current form. The types of players who wanted a Vestige-type mode wanted to play in the world for a challenge where there is mob diversity and mechanic diversity that gives a sense of accomplishment. Fighting a mudcrab in a Vestige-type mode, you should have to apply a resistance debuff like Nightblade's Surprise Attack otherwise all damage is reduced by 99%. If you're fighting a Flame Atronach, its immune to fire damage. If you're fighting a Troll, it full heals after one tick if a bleed effect isn't on it. Goblins could summon other Goblins when you attack one in a huge aggro radius like Murlocs in Classic WoW. Things that make you engage with mobs, the world and mechanics in a different way each time. It makes you create different builds and collect different sets. That is what players wanted.
THAT is the complaint Challenge Difficulty was made to address. And it was clear they wanted to make it opt in unless there was literally no other way they could implement it. And one could argue "setting your game to Vestige adds a whole bunch of different game rules" but what about the fact that would take a TON of resources? Even if only 10k players are using Vestige that's a lot of calculating the game needs to do that it never had to before. The more special mechs or conditions you want Vestige to apply, the more resources it would cost. Also the claim that "Vestige players wanted mech diversity" and claiming "that's what players wanted" is completely disregarding the players who have said they like Vestige and enjoy the challenge as it is.
Challenge Difficulty was developed because people kept saying Overland was too easy. It was the response to people not feeling the game engaged them enough in that regard. It wasn't made to entice people who were already happy with the difficulty to play at a higher one. It was made to make things more fun for the people who felt things just weren't challenging enough.
When has a difficulty slider ever made any game more engaging? Genuine question. I've never seen it once.
The "vestige is the incentive and reward" crowd are attempting to get people who are unhappy to shut them up. It's disingenuous because they know that this system isn't what anyone asked for and they are treating the vocally unhappy as if they are a bunch of ingrates. These people are sycophants who fear any critiques of the game on something they don't care about risks damaging it. It's ridiculous and childish.
tomofhyrule wrote: »I for one would rather get new things (especially since they cut Dungeons this year and the Night Market did not make up for it) than rehash old things.
What do you think how much in USD for wages did
a) this vestige thing cost and
b) two new dungeon would cost?
I have no idea but I guess this vestige would maybe be 20k USD and two dungeons like 150k USD?
Did they actually state that the NM was going to be a replacement for Dungeons? That seems odd considering it's supposed to be the "Zone" for this year afaik.tomofhyrule wrote: »tomofhyrule wrote: »I for one would rather get new things (especially since they cut Dungeons this year and the Night Market did not make up for it) than rehash old things.
What do you think how much in USD for wages did
a) this vestige thing cost and
b) two new dungeon would cost?
I have no idea but I guess this vestige would maybe be 20k USD and two dungeons like 150k USD?
Yes, the “Vestige difficulty” was super cheap. But it wasn’t conflicting with Dungeons.
They already confirmed that the Night Market was the replacement for Dungeons, i.e. we got Night Market instead of Dungeons.
My post was all about if Overland Difficulty had been “what people wanted” (aka rebuilding the game from the ground up to give every enemy mechanics), that would not be a little thing anymore. That would have taken the place of things.