spartaxoxo wrote: »Also, thanks for the clarification, SilverBride.
If you mean having Adventurer be default, it is. When it was first released there was a bug that had characters set to Master when they first logged on but that's since been fixed afaik.I might make it an option that you would have to enable rather than be on by default, because it is something that has potential to cause social issues and it would probably be better if only those who truly felt like it mattered enabled it.
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.
They've never said this is the "first pass", so we have no actual way of knowing if they plan on expanding this beyond what they've said. Which is to say, "layering it with existing systems like Golden Pursuits". I don't remember if that's the exact quote but it's the gist of it.AlexanderDeLarge 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.
It's a self-inflicted nerf because it's the easiest possible implementation of veteran overland. I suggested this exact method myself actually because from a development perspective I knew how damn easy it would be to implement.
I hope that challenge difficulty is expanded into a properly separate overland at some point. The "you can't split the community!!!!!111" faux concern never held much weight to begin with for a number of reasons which I've extensively detailed in this thread over the years, but it certainly doesn't after they triple the population by adding crossplay.
This is effectively veteran overland. The method in which they achieve that is irrelevant. This is a first pass and even with the least interesting, least development intensive implementation, it still got more than enough interest to justify its existence contrary to what some will say ITT.