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Game Difficulty Setting


Started by Kilivin
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So, after replaying Skyrim a bit I've noticed that I like to play the game on Master difficulty throughout. It gives me a good challenge and forces me to use everything at my disposal. While you may be thinking that just means I'm chugging health potions, not really. It forces someone who wants to be a full tank ( like me ) has to use alteration and restoration as well otherwise I would be chugging potions like a madman haha. It also makes me go a bit into conjuration for extra aid - or even become sneaky as well to help. In any case I feel games having different difficulty settings is a very fun thing, and thought maaaaybe ESO could have this?

A huge thing I struggle with in MMOs is that I usually play with my older brother. I usually play the tank and he plays the healer, but when we do this in majority of MMOs everything becomes ridiculously easy. This might be a far fetched approach and difficult to implement, but couldn't we have the same difficulty settings in the single-player games in the MMO? When you change to a harder setting it just adds that to the list of things that place you in a different shard. That way - everyone you're with also has that difficulty setting. It would allow players to put it on a difficulty setting they're comfortable soloing with, and if people wanted to play with others in the game like friends but still do solo quests they could & it not be mind-numbingly easy. I'm not positive on this because I try to stay out of updates of the game to not get impatient over it, but if leveling works as the other ES games works - harder mobs also means you will level a bit faster essentially. This is due to them having higher health & doing more damage on their hits and such.

Please understand that this is player's choice, so you choose which difficulty you want and the game sets you on a shard that other players are in with that difficulty. If ever the going goes tough even with your group you're free to change in the game, but you'd probably go through a loading screen as you switch shards.

So, what's your opinion? Yay or nay? Maybe some opinions on what the different difficulty settings should be. . should there be a lot like Skyrim, or just a small amount? Or any information on if this has been given a big "NO" stamp by ZOS already haha. Smiling
This post was last modified: July 12th 2013, 11:29 AM by Kilivin


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Post #78552
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I would have to say no on this. It would be far too easy to abuse the system by being at an easy difficulty to run epic dungeons to get the powerful loot before switching over to something harder. Or even just running the epic dungeon over and over again on super easy mode to sell the good drops. To complete game play challenges in an MMO setting, you should have to work equally hard as everyone else.


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Post #78642
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no difficulty settings however, you would just do more difficult Adventure zones.. or PvP


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I'd have to agree with the answers above. By adding difficulty settings, you're just asking for conflict. It's like when someone says "Oh I beat that game in like,a day! It was so easy!" But in reality, the game is rather challenging if you play on anything but the lowest difficulty setting. It's frustrating for players who actually want a challenge when gaming to have others on an easier level breeze past you. There are, however, level-scaled areas and dungeons and what not so if someone prefers the easy stuff, they can just stay in the kiddie pools (;

In all seriousness though, I get where you're coming from, since a lot of new players won't have friends to level with in the beginning they may want to start off easier. Soloing will just give them a better opportunity to hone in on a preferred technique!


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Post #78856
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(July 13th 2013, 10:24 AM)BlytheAlarynn Wrote: I'd have to agree with the answers above. By adding difficulty settings, you're just asking for conflict. It's like when someone says "Oh I beat that game in like,a day! It was so easy!" But in reality, the game is rather challenging if you play on anything but the lowest difficulty setting. It's frustrating for players who actually want a challenge when gaming to have others on an easier level breeze past you. There are, however, level-scaled areas and dungeons and what not so if someone prefers the easy stuff, they can just stay in the kiddie pools (;

In all seriousness though, I get where you're coming from, since a lot of new players won't have friends to level with in the beginning they may want to start off easier. Soloing will just give them a better opportunity to hone in on a preferred technique!

True, but I've always been under the impression in multiplayer games that when something is difficult - it encourages people to play together. I see a lot of games going by the approach of, "If you do this with a group there are no penalties like less XP." Personally, I just don't feel that's how you approach the situation. I feel like by allowing players the freedom to decide whether or not they wish to solo or play in a group not only would benefit those such as myself, but others looking to make some friends to play along with. I mean it ~is~ a multiplayer game so soloing through it all kind of defeats the purpose.

I also meant this all as player choice so if people don't want to up the difficulty they wouldn't have to. So, people who enjoy solitude in their gaming experience can achieve that, while those who like to play with other can also do that. I think it'd also be beneficial to those playing solo because you could make it to where there are no instances in which you need a group throughout the game. I've had countless MMOs have these 1 or 2 quests in a dungeon that I would never be able to do because getting a group for it would take forever. True, they aren't necessary to do to advance in level, but the items in the dungeons as well as the enjoyment of doing the dungeon is still there. To be stripped of content merely because other people aren't willing to join you seems very punishing to players.

You can argue that there will be people to do a dungeon run or group quest with. However, it's also very ignorant to think there will ~always~ be people. As the game progresses - lower level dungeons become less frequently used because everyone has already passed them ( or at least the majority of players ). This causes people who come in late to feel like they're late to a party of sorts. It's also what happened to me in WoW which was rather frustrating because I got WoW only a month after it's release & there was already a majority of players higher level than myself.

Another stand-point is that, while I know many people who play Elder Scrolls are of a more mature audience, younger players might not get the game at launch day. As much as people might hate the 13 year olds in games, game developers love the money & can always use it. Seeing as the game is launching in spring - many of these young folk won't join until probably Christmas (if the game does well at least). This again furthers the approach that they won't be able to do group quests because there won't be as many other doing it as well.

I also stand behind the idea that this IS an elder scrolls game, and in no elder scrolls game did you go into a dungeon and find yourself unable to do it because you did not have a companion with you. To me that concept completely detracts from the title.


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Post #78861
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(July 13th 2013, 11:24 AM)Kilivin Wrote: To be stripped of content merely because other people aren't willing to join you seems very punishing to players.

You can argue that there will be people to do a dungeon run or group quest with. However, it's also very ignorant to think there will ~always~ be people. As the game progresses - lower level dungeons become less frequently used because everyone has already passed them ( or at least the majority of players ). This causes people who come in late to feel like they're late to a party of sorts. It's also what happened to me in WoW which was rather frustrating because I got WoW only a month after it's release & there was already a majority of players higher level than myself.

Another stand-point is that, while I know many people who play Elder Scrolls are of a more mature audience, younger players might not get the game at launch day. As much as people might hate the 13 year olds in games, game developers love the money & can always use it. Seeing as the game is launching in spring - many of these young folk won't join until probably Christmas (if the game does well at least). This again furthers the approach that they won't be able to do group quests because there won't be as many other doing it as well.

I also stand behind the idea that this IS an elder scrolls game, and in no elder scrolls game did you go into a dungeon and find yourself unable to do it because you did not have a companion with you. To me that concept completely detracts from the title.

MMO's with a high level of popularity usually have a nice stream of people piling in. There will always be those who are a higher level than you, but you'll find people who are close to you as well be it through rounding up a group of real life friends or making new ones in-game so even the younger kids will have an equal opportunity to experience the game without having to change the difficulty. Plus, I have personally had high level players help me out when I start a game, going through the motions with me until I'm closer to their own level. You get that kind of experience through joining guilds a lot of the time.

Yes, it is an elder Scrolls game, and Zenimax has emphasized this with every interview, video and website post they send out there, but they also say it is "Elder Scrolls in MMO form." Which means there will have to be times where you will have to work together. If you're a player who wishes to play solo then you can do what we all did in Morrowind, Oblivion, and Skyrim, and approach the situation strategically. Rather than giving the player an easy way out, give them a challenge where they have to think to get out of a tight situation when they're on their own! It doesn't detract from the title, rather just reinforces it! (:


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@Kilivin did they actually say somewhere that some dungeons are going to be 'locked' without a minimum amount of players in your party? The way I understood it, they said that certain dungeons are DESIGNED for four or more players. As in, you probably want to take that many people in with you if you want a good chance to survive. And if that's still the way it is then you should be able to run through those dungeons with less people, it will just be more challenging for you. Viola! Hard mode. ^-^

It is possible I have missed something however. Is there an interview or something where they said otherwise?


edit: for typos ^-^
This post was last modified: July 13th 2013, 03:51 PM by Lynnly
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I think there will not be a setting but some dungeons will be harder than others.
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(July 13th 2013, 03:50 PM)Lynnly Wrote: @Kilivin did they actually say somewhere that some dungeons are going to be 'locked' without a minimum amount of players in your party? The way I understood it, they said that certain dungeons are DESIGNED for four or more players. As in, you probably want to take that many people in with you if you want a good chance to survive. And if that's still the way it is then you should be able to run through those dungeons with less people, it will just be more challenging for you. Viola! Hard mode. ^-^

It is possible I have missed something however. Is there an interview or something where they said otherwise?


edit: for typos ^-^

I don't keep much to date on interviews. ZOS tends to be very secretive about their product. Although, I wouldn't hold this against them, but it keeps me from becoming a nut on pre-developed game "facts" that some people have, haha. The group size is 4 also if you were wondering. There also "supposedly" isn't any raiding so all dungeons will be 4 if I'm not mistaken. Although, I honestly don't want to spend 20-30 minutes waiting for 3 others ( or 2 others w/ my brother ) to do something to finish some quest I got. In turn that quest will get either abandoned or left un-done until it's so behind me I abandon it. To me it seems counter-productive to make content and then make the content too difficult to do so that people have to band together to do it. It makes it to where the content has a possibility of not being played, which in turn is wasted time on the development side. In all honesty having the option of changing the difficulty so that solo quests have to be done with groups for people who play with friends and the ability to make dungeons solo-able would be a good thing for both player and developer. Although implementation of that could be difficult I think.


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The devs have said there will be large scale PVE content. Just not traditional raiding. Further interviews have made it seem like certain dungeons will have sections requiring large groups to complete. But in terms of difficulty, one of the big things to come out of the demos that ZOS has given, especially pax, was that even soloing the game is difficult. Two enemies are enough to strain skill. Dungeons from what we know are basically larger groups of enemies all together, not only acting and learning and adjusting as regular enemies do but also working together in the pack mentality that we heard about in the latest dungeon article.

This significantly increases difficulty. As the mechanics of combat seem to not support classic raid mechanics, this is where we get the no traditional raiding. But raids it seems will just be the same as dungeons, but more enemies, possibly harder versions of enemies with more powerful versions of the spells regular types had already, and maybe one or two new ones.

The shards thing should have no relevance, as this is a game that is shard-less. There are no separate servers, so segmenting the game itself that far would be counter productive. If you want difficulty, don't worry this game will have enough. The tactics required in both pvp and PVE will hopefully be astounding. These tactics will most likely come from how each class meshes. If one of your abilities does not compliment your brothers well, experiment. You might find new abilities that work even better. You will have a whole deck to use


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I have heard they tweak it alot and currently the mobs have been made pussies again


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(July 14th 2013, 12:45 AM)Rage Wrote: I have heard they tweak it alot and currently the mobs have been made pussies again

They probably tweak it depending on what they're trying to test at the time. If they're trying to see if quests are buggy or other combat non-essential stuff then it would make sense to lower the combat difficulty to focus on what they're trying to test.


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More balanced reward system in normal/heroic dungeons would keep people playing together regardless of progression. If people that have advanced through normal dungeons get good rewards from going back either soloing it or helping new players, then there would not be any old and dusty dungeon that nobody never goes back to.


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Post #79075
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(July 14th 2013, 12:45 AM)Rage Wrote: I have heard they tweak it alot and currently the mobs have been made pussies again

That's what I would say I'm worried about. Most of the time your casual MMO player doesn't do kindly to difficult games. In turn they don't leave, but whine to the devs to make it easier and in turn ruin everyone else's time that likes it to be more of a hard difficulty. I die a lot on master in skyrim, and sure it's frustrating, but I ain't going to rage quit on something I'm just going to end up playing again.

idk, perhaps I'm just worried that the game won't be hard seeing the stream of easy MMOs that have been . . at least easy in my eyes.


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I do share your concerns, I really do


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