the only way to make all content FUN FOR ALL players is to allow the player to select the level of difficulty they wish to play at.
You can only do this by selecting where you fight and against whom. It' the only way.
Otherwise, this would lead to huge exploits: Let's say, the deal would be Player chooses *easy* and will get damg*2 and def*2, so it will be lot easier for him to kill boss BigIgor. Of course, to stop players from all farming at *easy*, there must be a drawback; let's say: another loot-table with much lower gear to get? Do you see the problem arise?
What if i bring BigIgor down to 95% with my Mr.Easy and let him be finished of by Mr.Insanelyhard? Or what if Mr.Insanelyhard already took him down to 95% because he wanted a challange and is anticipating his hopefully epic loot and i come dancing by with Mr.Easy and one-blow finish him off?
It's not possible that way in a multiplayer-setup. If it would be implemented wth a global difficulty slider, you'd see groups of Easies running thru all areas followed by Hardcores to collect the deathblows. And you would see Easies just upsetting regulars by running thru the map and blowing their challanges off for the pure fun of miscief.
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bensansMember, Neverwinter Knight of the Feywild UsersPosts: 6Arc User
edited April 2015
I feel I need to chime in, lot's of straw men arguments about "challenge" and "fun". A though fight is fun and challenging and makes the reward all the sweeter. Insta-kill from 2 minions when level 70 with decent gear is NOT a challenge, it's an insult. I don't even have a point of reference for how tough bosses are now, can't get past the smallest mobs of minions. I am not the best player and do not have uber equipment (Eternal set and WoD artifact main & off hands now), but I have played this game from almost the beginning and I can hold my own (most of the time).
I say yes to a challenge, no to insults!
I was gonna buy some Zen to upgrade a few things, instead, I am staying away from the game for a few weeks. Let my absence be a meaningful statistical blip!
Anywho, if things don't settle back to a more reasonable difficulty level soonish, I'm going to delete my account and move to a game I can actually enjoy. It was Neverwinter for quite a while, it does not have to be in the future.
[...]
What if i bring BigIgor down to 95% with my Mr.Easy and let him be finished of by Mr.Insanelyhard? Or what if Mr.Insanelyhard already took him down to 95% because he wanted a challange and is anticipating his hopefully epic loot and i come dancing by with Mr.Easy and one-blow finish him off?
[...]
...ummm, this is typically done in different instances of the fight / map. The whole party has to go for one difficulty the moment they enter the dungeon (or everyone singly when queueing for PUG runs).
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magnusolamMember, Neverwinter Knight of the Feywild UsersPosts: 82
You can only do this by selecting where you fight and against whom. It' the only way.
Otherwise, this would lead to huge exploits: Let's say, the deal would be Player chooses *easy* and will get damg*2 and def*2, so it will be lot easier for him to kill boss BigIgor. Of course, to stop players from all farming at *easy*, there must be a drawback; let's say: another loot-table with much lower gear to get? Do you see the problem arise?
What if i bring BigIgor down to 95% with my Mr.Easy and let him be finished of by Mr.Insanelyhard? Or what if Mr.Insanelyhard already took him down to 95% because he wanted a challange and is anticipating his hopefully epic loot and i come dancing by with Mr.Easy and one-blow finish him off?
It's not possible that way in a multiplayer-setup. If it would be implemented wth a global difficulty slider, you'd see groups of Easies running thru all areas followed by Hardcores to collect the deathblows. And you would see Easies just upsetting regulars by running thru the map and blowing their challanges off for the pure fun of miscief.
With a difficulty level selectable by the player, only players on the same level of difficulty would be in instances for that level, those on a different difficulty would be in a different instance. Implementation should be relatively trivial just with multiple (smaller) instance trees instead of just one.
As far as maxxed out characters entering low difficulty instances in order to farm them, why worry about it, the same option is available to anyone (if that's what they want to do), the market would change true but that's always the case with markets.
I could understand it bothering botters and those who associate with them, but there's no downside I can see for legitimate players.
Something seriously needs to be done about DR for tanks vs everyone else.
The mobs hit so hard now it is suicide to let your shield down at all.
Want real rage? Try eTOS nothing like teleporting spiders that teleport behind you and oneshot you. It is impossible to face two directions. It is beyond stupid currently.
The real problem is they tried to increase difficulty the stupid/easy way, brute force. When the answer was mob mechanics, and boss mechanics. Fact is they got lazy and we got screwed, especially melee, because the problem carries over to PVP where everyone has huge health pools and pretty much are just as tanky as you the tank are. But they also have all the toys to counter tanks and the dps that makes the health and DR mostly irrelevant and you get nothing to help and your defense no longer exists.
Comments
You can only do this by selecting where you fight and against whom. It' the only way.
Otherwise, this would lead to huge exploits: Let's say, the deal would be Player chooses *easy* and will get damg*2 and def*2, so it will be lot easier for him to kill boss BigIgor. Of course, to stop players from all farming at *easy*, there must be a drawback; let's say: another loot-table with much lower gear to get? Do you see the problem arise?
What if i bring BigIgor down to 95% with my Mr.Easy and let him be finished of by Mr.Insanelyhard? Or what if Mr.Insanelyhard already took him down to 95% because he wanted a challange and is anticipating his hopefully epic loot and i come dancing by with Mr.Easy and one-blow finish him off?
It's not possible that way in a multiplayer-setup. If it would be implemented wth a global difficulty slider, you'd see groups of Easies running thru all areas followed by Hardcores to collect the deathblows. And you would see Easies just upsetting regulars by running thru the map and blowing their challanges off for the pure fun of miscief.
I say yes to a challenge, no to insults!
I was gonna buy some Zen to upgrade a few things, instead, I am staying away from the game for a few weeks. Let my absence be a meaningful statistical blip!
Anywho, if things don't settle back to a more reasonable difficulty level soonish, I'm going to delete my account and move to a game I can actually enjoy. It was Neverwinter for quite a while, it does not have to be in the future.
...ummm, this is typically done in different instances of the fight / map. The whole party has to go for one difficulty the moment they enter the dungeon (or everyone singly when queueing for PUG runs).
With a difficulty level selectable by the player, only players on the same level of difficulty would be in instances for that level, those on a different difficulty would be in a different instance. Implementation should be relatively trivial just with multiple (smaller) instance trees instead of just one.
As far as maxxed out characters entering low difficulty instances in order to farm them, why worry about it, the same option is available to anyone (if that's what they want to do), the market would change true but that's always the case with markets.
I could understand it bothering botters and those who associate with them, but there's no downside I can see for legitimate players.
Waste of stat >_>
(tankadin)
The mobs hit so hard now it is suicide to let your shield down at all.
Want real rage? Try eTOS nothing like teleporting spiders that teleport behind you and oneshot you. It is impossible to face two directions. It is beyond stupid currently.
The real problem is they tried to increase difficulty the stupid/easy way, brute force. When the answer was mob mechanics, and boss mechanics. Fact is they got lazy and we got screwed, especially melee, because the problem carries over to PVP where everyone has huge health pools and pretty much are just as tanky as you the tank are. But they also have all the toys to counter tanks and the dps that makes the health and DR mostly irrelevant and you get nothing to help and your defense no longer exists.