Diablo and ARPGs in general are the exception, not the rule. None of the TES games, none of the Mass Effect games, none of the Dragon Age games, none of the Witcher games have ever had better XP or rewards for higher difficulties.
I've played pretty well all ARPGs including the current ones and that has always been part of that genre but not any other top RPGs that I can think of.
spartaxoxo wrote: »spartaxoxo wrote: »The slower XP rate in a higher optional difficulty is part of the increased difficulty option. Why carve that out? The whole point of a tougher overland option is slower TTK, slower game play, more meaningful slower leveling speed. It's a package deal. And to quote you, that's a fact.
It isn't part of it. That's not a fact. .
It is most definitely a fact in every game, MMO or not, when difficulty.is compared.
Part of the difficulty of souls game is very much getting your ass handed to you and needing to repeat content. THAT slows your progression down significantly, as does the slower TTK.
Soul games do not have difficulty modifiers. Games with difficulty modifiers use offsets to ensure that the players who choose them at the very least come out at a net neutral. Dark Souls ensures equality of experience by not having an easier mode at all.
Diablo and ARPGs in general are the exception, not the rule. None of the TES games, none of the Mass Effect games, none of the Dragon Age games, none of the Witcher games have ever had better XP or rewards for higher difficulties.
I've played pretty well all ARPGs including the current ones and that has always been part of that genre but not any other top RPGs that I can think of.
I don’t think I’m ridiculous. People already have the option to play more challenging content.Cooperharley wrote: »It's going to be optional. You can still smoke and chill...
People arguing against an optional change in difficulty are ridiculous IMOYou already have that optionsans-culottes wrote: »But it’s telling that “I play to relax” is so often deployed as a shield against other people having fun a different way.
spartaxoxo wrote: »spartaxoxo wrote: »The slower XP rate in a higher optional difficulty is part of the increased difficulty option. Why carve that out? The whole point of a tougher overland option is slower TTK, slower game play, more meaningful slower leveling speed. It's a package deal. And to quote you, that's a fact.
It isn't part of it. That's not a fact. .
It is most definitely a fact in every game, MMO or not, when difficulty.is compared.
Part of the difficulty of souls game is very much getting your ass handed to you and needing to repeat content. THAT slows your progression down significantly, as does the slower TTK.
Soul games do not have difficulty modifiers. Games with difficulty modifiers use offsets to ensure that the players who choose them at the very least come out at a net neutral. Dark Souls ensures equality of experience by not having an easier mode at all.
Diablo and ARPGs in general are the exception, not the rule. None of the TES games, none of the Mass Effect games, none of the Dragon Age games, none of the Witcher games have ever had better XP or rewards for higher difficulties.
I've played pretty well all ARPGs including the current ones and that has always been part of that genre but not any other top RPGs that I can think of.
spartaxoxo wrote: »spartaxoxo wrote: »The slower XP rate in a higher optional difficulty is part of the increased difficulty option. Why carve that out? The whole point of a tougher overland option is slower TTK, slower game play, more meaningful slower leveling speed. It's a package deal. And to quote you, that's a fact.
It isn't part of it. That's not a fact. .
It is most definitely a fact in every game, MMO or not, when difficulty.is compared.
Part of the difficulty of souls game is very much getting your ass handed to you and needing to repeat content. THAT slows your progression down significantly, as does the slower TTK.
Soul games do not have difficulty modifiers. Games with difficulty modifiers use offsets to ensure that the players who choose them at the very least come out at a net neutral. Dark Souls ensures equality of experience by not having an easier mode at all.
Diablo and ARPGs in general are the exception, not the rule. None of the TES games, none of the Mass Effect games, none of the Dragon Age games, none of the Witcher games have ever had better XP or rewards for higher difficulties.
I've played pretty well all ARPGs including the current ones and that has always been part of that genre but not any other top RPGs that I can think of.
go play the actual content then! whatever you think actual content is!
Cooperharley wrote: »LOTRO does this perfectly and allows you to choose a difficulty modifier w/ higher XP earned via gameplay.
ESO could also implement achievements or something w/ dyes and minor stuff. Maybe a mount for doing caldwell's silver and gold on the harder difficulty.
Why is this bad? I'm just not understanding it? People just don't want other people to have fun? Have y'all played any main line elder scrolls games with difficulty sliders? What's the problem here lol
This is my observation as well, and I really don't understand why so many people that are so averse to change want to exist within a system that is inherently designed to change. It's as if they want a consistent stream of content that is as similar to the previous content they experienced as it can possibly be, with little to no deviation in challenge, available player choices, artistic direction or design features. That sounds so uninteresting to me and frankly it sounds like the death of an MMO. Games like this need to change in order to remain relevant and profitable over time, and we've seen plenty of MMOs disappear because they couldn't deliver what players wanted. Thankfully ZOS is taking the time to step back and address some of the important things players have been requesting for years, because I love this game and I want it to remain a viable enterprise.Phen0meenal wrote: »MMO players just hate *change*. People begging for classic wow before that became a thing always got made fun of on the forums by people with 20000 posts. The same thing happened in ESO with people asking for account-wide achievements because apparently it's bad if I can show off my titles on an alt..
Phen0meenal wrote: »Cooperharley wrote: »LOTRO does this perfectly and allows you to choose a difficulty modifier w/ higher XP earned via gameplay.
ESO could also implement achievements or something w/ dyes and minor stuff. Maybe a mount for doing caldwell's silver and gold on the harder difficulty.
Why is this bad? I'm just not understanding it? People just don't want other people to have fun? Have y'all played any main line elder scrolls games with difficulty sliders? What's the problem here lol
From what I've seen, it's bad because they'll feel like they're missing out on something and will feel forced to engage with the harder content.. which is ridiculous, yes. A lot of those same people will engage with dungeons and completely ignore the existence of vet dungeons, but can't do the same for overland difficulty?
MMO players just hate *change*. People begging for classic wow before that became a thing always got made fun of on the forums by people with 20000 posts. The same thing happened in ESO with people asking for account-wide achievements because apparently it's bad if I can show off my titles on an alt..
Since other games was mentioned, Fallout 76 originally implemented per-player level scaling.
Example:
A level 1 player and a level 9000 player are looking at the same ghoul, but it's only visually the same ghoul. In reality, such enemy will deal less damage to a level 1 player and more damage to a level 9000 player.
Very simple solution and everyone is happy. About the same thing is likely to be done in ESO, but it will be optional.
Since other games was mentioned, Fallout 76 originally implemented per-player level scaling.
Example:
A level 1 player and a level 9000 player are looking at the same ghoul, but it's only visually the same ghoul. In reality, such enemy will deal less damage to a level 1 player and more damage to a level 9000 player.
Very simple solution and everyone is happy. About the same thing is likely to be done in ESO, but it will be optional.
Since other games was mentioned, Fallout 76 originally implemented per-player level scaling.
Example:
A level 1 player and a level 9000 player are looking at the same ghoul, but it's only visually the same ghoul. In reality, such enemy will deal less damage to a level 1 player and more damage to a level 9000 player.
Very simple solution and everyone is happy. About the same thing is likely to be done in ESO, but it will be optional.
Doesn't Fallout 76 have a much lower player limit per instance/server, think it was something like 30 players?
I don't necessarily disagree, because I'm the kind of person who likes a punishing single-player game and I'm not motivated by rewards in a significant way, but I know a lot of others are and when you're developing for an online game you have to consider the whole audience. Many MMO players seem to be motivated by rewards, and the argument for keeping pace with those who don't want to use the system makes sense to me. I'd be happy without them but I think ZOS is going to feel compelled to do them because of the way the game and its audience work.I don't know about you guys, but I would want less loot from a harder overland difficulty setting since the scarcity would contribute to the difficulty and would make character progression more satisfying. How it stands now, gold and gear upgrades are basically worthless in regards to overland content. You don't need to worry about making or buying consumables or upgrading your gear, you can just just faceroll through questing content without all that. I want to feel excited when I get a blue or purple item with a good trait or when I find a master chest or when I get good mats from a heavy sack.
There's a gameplay loop in mainline ES games of: Do Dungeon > Sell Loot > Buy items/spells > Rinse Repeat, and I never got this feeling from ESO's questing content at all.
spartaxoxo wrote: »I've been playing Oblivion Remastered and one of things that I have been greatly enjoying is that I can make it so that there's enough of a challenge to feel good. I can also customize my difficulty on the fly.
For example, right when I started I put the game on Expert immediately. I remembered max slider being too much for myself personally, as it's not my first rodeo. But I liked higher than the default. So, Expert seemed like where I typically had my slider back in the day.
And for a while, it felt really good. I got my butt kicked by a bandit and had to work out how to kill him. When I finally downed him and took his bow, it felt really great. But, then I accidentally leveled up too much using noncombat skills, which would not be a problem in this game, but is in that game. At that point, combat did not feel good anymore. It took me like 30 hits to kill something that could two shot me.I basically had to constantly kite. So, I decided to do a quest low on combat and get some fish for an old man for his water breathing ring. The fish glitched on the shore and were flopping around hilariously. So I cranked the difficulty up to master and power leveled my combat skills back up to what they should be. Then I put it back on Expert. I only turned it down once, when I came across a bugged will o the wisp. I know it was bugged because my attacks kept going through it and it would immediately heal back up to full when it did take damage from the same attack that was phasing through it. So, I turned it all the way down to novice to fix the encounter and then back up when it was dead.
Being able to adjust my difficulty on the fly to what suited the situation and my skill level felt really good. It really made me appreciate how elegant skill sliders can truly be, even when used by the same person.
spartaxoxo wrote: »I've been playing Oblivion Remastered and one of things that I have been greatly enjoying is that I can make it so that there's enough of a challenge to feel good. I can also customize my difficulty on the fly.
For example, right when I started I put the game on Expert immediately. I remembered max slider being too much for myself personally, as it's not my first rodeo. But I liked higher than the default. So, Expert seemed like where I typically had my slider back in the day.
And for a while, it felt really good. I got my butt kicked by a bandit and had to work out how to kill him. When I finally downed him and took his bow, it felt really great. But, then I accidentally leveled up too much using noncombat skills, which would not be a problem in this game, but is in that game. At that point, combat did not feel good anymore. It took me like 30 hits to kill something that could two shot me.I basically had to constantly kite. So, I decided to do a quest low on combat and get some fish for an old man for his water breathing ring. The fish glitched on the shore and were flopping around hilariously. So I cranked the difficulty up to master and power leveled my combat skills back up to what they should be. Then I put it back on Expert. I only turned it down once, when I came across a bugged will o the wisp. I know it was bugged because my attacks kept going through it and it would immediately heal back up to full when it did take damage from the same attack that was phasing through it. So, I turned it all the way down to novice to fix the encounter and then back up when it was dead.
Being able to adjust my difficulty on the fly to what suited the situation and my skill level felt really good. It really made me appreciate how elegant skill sliders can truly be, even when used by the same person.
I like the slider idea as well, but I hope it's the slider of original Morrowind and Oblivion, and not the sudden jumps of the Oblivion remaster.
d say if any player has more than 1600 cp that they should be locked into Veteran difficulty unless they Que up for normal difficulty dungeons or trials Ect… I onl
mdjessup4906 wrote: »d say if any player has more than 1600 cp that they should be locked into Veteran difficulty unless they Que up for normal difficulty dungeons or trials Ect… I onl
No lol cp has nothing to do with player skill/ability or even game knowledge in general. Met plenty of >1600cprs that still think of dlc normals as engame.
Also no don't make me be stuck vet overland mode when I just want to run around in my underwear and collect maps. Just an easy/hard/nightmare toggle is fine.
i dont think levelling settings or just harder enemies is the answer here. I think temporary zone invasions is the right answer to the overland difficulty issue.
as follows..
overland upgrade in difficulty.
three new spawning mechanisms will be introduced called the overgrowth, daedric and worm cult/undead invasion. These are three flavors of the same invasion, a complete takeover of a zone by stronger than usual enemies, with better than usual rewards. These are complete zones based on existing zones that can be swapped out but only one of each three is active in the world at any time. When this is the case you will be notified when you enter an area like this rather than the standard zone.
These rehash zones can have one of the three flavors and each flavor spawns different enemies, sub bosses, bosses and loot.
on the players map it shows that the zone is occupied by the enemy and when you step foot into it you get the same message. Of course enemies arent occupying the zone its just a modified copy of the zone instance with all thematic enemies spawning everywhere, even the cities and towns. When the zone is finally defeated the original zone spawns instead. You cannot teleport there. You have to come from an adjacent zone.
should be pretty simple to modify the existing zone to the new themes using existing assets. Since there are only three of these zone takeovers going at any time there is plenty of space for players to avoid the content if they wish.
thematic dressing of zone:
Each theme is distinct but all have similar elements. The final boss will always be in the main city and this will be locked until all the sub bosses defeated and keys found. In these zones there is no safe haven and no vendors, and enemies have increased aggro radius and you cant self ressurect in the zone. Each zone will have minibosses and each miniboss holds a key you need to access the final boss.
Daedric Invasion- vet dlc dungeon level overland
Daedric is a simple daedric invasion force so buildings will be burning and the sky will be dark and ash. Portals will be everywhere.
Players will need a 12 keys keys to unlock the final boss in the main city area for the daedric invasion, The final boss is a trial level boss and a team of 12 will be needed to defeat the boss.
Undead Invasion- Vet dungeon level overland
Undead wont have any weather effects or anything like that but will have gangs of undead all over the place and necromancers everywhere. Buildings will be boarded up.
Players will need 4 keys to unlock the final boss in the main city for this invasion. The final boss is a dungeon level boss so a team of 4 is needed to defeat the boss.
Overgrowth -Normal dungeon level overland difficulty
Overgrowth is nature gone wild so so buildings will be covered with vines and fungus and packs of various nature based enemies will roam everywhere. Its will always be cloudy, raining and thunder.
Players only need 1 key to unlock the final boss. This boss can be defeated solo.
Whoever gets the keys first and unlocks the gate gets first chance at the final boss. If they fail, the next to do so is up and so on. Players can try once per day on the final boss in each area.
You cannot self resurrect in these areas. If you die your kicked out of the zone temporarily. Anyone can participate in the tougher overland content but some bosses might be too tough and need a group or even a trial level effort to overcome.
You can also trade your key in for the mystery chest if you do not wish to have a shot at the boss. Minibosses are always random spawns in the entire area so they can spawn anywhere at anytime, and will respawn somewhere else once they are killed in 30 minutes.
existing enemies and world bosses may be slightly modified for the purposes of adding the content. Similarly loot content will be an consolidated version of zone loot and this includes the dungeons and trials available in that particular zone and available up to gold level. New items may also be added specific to the theme that will be available in any zone the theme is active in.
These zones will also feature the "Surprise visit" minibosses that dont drop keys but do drop loot they ordinarily drop so you might see enemies from the nearby dungeons or trials going around. The suprise visit is a random generator so there might be a number of possible surpise visits and if you kill one you may not see that one again.
since all this is based on existing assets it should be pretty easy to do and then when the first three are launched do another three in different zones The only real tech required is the zone replacement tech on the server so when a zone is occupied you get the new crazy version as opposed to the original version. Also when its over to revert the zone to the original but thats not a whole lot of work imo.
thats how i would do it. It gives everyone what they want.
spartaxoxo wrote: »The reason the invasions wouldn't really work is the same reason the WWB didn't. It's a nice idea (minus turning solo into group, no self rezzing, and being forced imo) but it doesn't address the core complaint that the overland's stories are not immersive due to being too easy. It sounds like a different game mode entirely rather than something that modifies the existing stories to be more satisfactory.
spartaxoxo wrote: »The reason the invasions wouldn't really work is the same reason the WWB didn't. It's a nice idea (minus turning solo into group, no self rezzing, and being forced imo) but it doesn't address the core complaint that the overland's stories are not immersive due to being too easy. It sounds like a different game mode entirely rather than something that modifies the existing stories to be more satisfactory.
This.
The biggest reason I, and many others, ask for optional vet overland is for more immersive storytelling experiences. Having invasions wouldn’t solve that issue.