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  • magnusolammagnusolam Member, Neverwinter Knight of the Feywild Users Posts: 82
    edited April 2015
    walk2k wrote: »
    just ignore the troll. he's so internet-HAMSTER he can solo t2 dungeons naked

    and almost certainly one handed. But, frankly, I couldn't care less, he can play it however he wants, it makes no difference to me.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited April 2015
    magnusolam wrote: »
    and almost certainly one handed. But, frankly, I couldn't care less, he can play it however he wants, it makes no difference to me.

    Kinda funny though, since most of said troll's posts are about how everyone is crying about how hard everything is, yet he's made posts crying about nerfs to some of his characters.

    I would, however, LOVE to see how anything with a 1600 Item Level can make it through an epic.
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  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited April 2015
    My recent experience on a VT run.

    Of course, the PvP crowd will tell the developers, "ignore those kiddies, it's too easy. Tell them to just stay in their Sharandar pond." I guess NWO has to be on nightmare level so some people can massage certain parts of their anatomy.

    The difficulty is over-the-top ridiculous, regardless of what the hardcore 0.01% say. I'd like to see how they handle VT with an archer-build HR and not cop-out with something else.
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  • bruceiferbruceifer Member Posts: 0 Arc User
    edited April 2015
    I realize that some attempt has been made to give an epic level of difficulty option already. I also want to point out that I am NOT addressing dungeons/skirmishes.

    On the solo story line missions and dailys, having multiple difficulty levels available when selecting a mission from the quest giver would allow you to choose your challenge preference, and allow more re playability of content. Upon accepting any quest one would be prompted to choose from at least a few varying difficulties, the quality of drops would not be affected as that is determined by area and mob type, but the number of foes would increase as you went up so it would offer more quantity of loot, as well as more exp as you go up in challenge level with a higher end exp reward for completion for the higher challenge.

    Thus all players would have wide variety of challenge levels, and those taking the harder road would advance, quicker, and get more monetary gain, but not super gear from a low level dungeon set on uber hard. If you have an easy mode that could be used for practice, or for clearing a non key quest, but key missions with set gear drops would have to be completed in at least normal mode to get the gear reward, thus no doing it on easy and getting the same loot as for doing it the intended level. All of these things have been done successfully elsewhere so I'm sure they are doable program wise, though I could not speak of how much work it would entail.

    I'll restate for those paranoid about anyone nerfing their dungeons, that I am not proposing lowering the difficulty of dungeons. However the solo content should not be frustratingly difficult, or boringly easy for people. If you could have a fairly wide range of selection that would not be the case. One of the key opponents to any lowering of difficulty stated that he found Sharandar and Dread Ring boring, easy, and monotonous, and didn't care what went on there, well that must mean the challenge selection as it exists now isn't quite working as well as it could. Our uber talented friends should be able to max up the difficulty and enjoy the whole spectrum, without forcing it on anyone else, while us mere mortals can enjoy the game at a level we don't find frustrating.
  • magnusolammagnusolam Member, Neverwinter Knight of the Feywild Users Posts: 82
    edited April 2015
    bruceifer wrote: »
    On the solo story line missions and dailys, having multiple difficulty levels available when selecting a mission from the quest giver would allow you to choose your challenge preference, and allow more re playability of content. Upon accepting any quest one would be prompted to choose from at least a few varying difficulties, the quality of drops would not be affected as that is determined by area and mob type, but the number of foes would increase as you went up so it would offer more quantity of loot, as well as more exp as you go up in challenge level with a higher end exp reward for completion for the higher challenge.

    Thus all players would have wide variety of challenge levels, and those taking the harder road would advance, quicker, and get more monetary gain, but not super gear from a low level dungeon set on uber hard. If you have an easy mode that could be used for practice, or for clearing a non key quest, but key missions with set gear drops would have to be completed in at least normal mode to get the gear reward, thus no doing it on easy and getting the same loot as for doing it the intended level. All of these things have been done successfully elsewhere so I'm sure they are doable program wise, though I could not speak of how much work it would entail.

    In a perfect world where all players are equally capable, but in the real world where this is not the case, why nerf the rewards for the less able playing at a challenging level (for them) and boost the rewards for those playing at an easy level (for them - because we all know the games still too easy for some).
  • cirran1cirran1 Member Posts: 10 Arc User
    edited April 2015
    I have yet to hear an explanation as to why anyone who wants to play at a higher difficulty level should be rewarded with better drops. You find it too easy on normal, play higher level of difficulty and get less exp and loot. Getting less loot and exp will give you that challenge you desperately crave. In fact if you start at level one playing this way think of how much of a challenge you will have through out the whole leveling process. In the end it is not about challenge it is about Epeening.

    Cirran
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