In another thread the below quote by
Instynctive is to me very worthy of consideration.
"I don't program, but there has got to be a simple way to say if char_til = x then make monster (x+1) strong"
You arrive at the travel gate knowing you are going to some area, and after you click on that area icon a window pops up that asks. Are you sure you want to travel to this area with the gear you are currently wearing?
If Yes, then you are asked to choose what mob levels you are to face...+1 to + or even - whatever. and you cannot change armor after arriving.
If you are a player that demands grouping...then, go ahead and group and your group leader can choose the mob level you will combat.
If you dont have time to find and arrange a group scenario, select +1 even 0...heck, maybe even -1
and enjoy solo tweeking of skills and hunting as we did in Mod 5.
No more boredom to those that demand high challenges
No more death camp vibes
New area development would not be in such high demand.
Global comradarie with players that are learning can hunt along with those that have arrived at cap leveling.
Every area is rich and at least for me, of high enough quality that i never feel it as dull. All areas are an oasis of graphical joy
thus new areas are not essential-desired and needed for other reasons, but not for challenge
If loot could be scalable to ones level...then everyone can hunt together and results be relevant.
There are 2 main things that this counters.
1) Any agenda that may be in effect to for some reason that impose global grouping (if instances are required due to coding)
2) Any agenda to impose the death camp vibe
Many i know would love this freedom of choice if its codable...to the point that many, and i mean lots...would pay a monthly subsc fee to have it.
Freeloaders or those with wrath against paying to play wont..but so ?
Comments
Have faith comrad...money talks.
very true. hey we got trs nerfed. that means we can do anything right?
So what if 2 players (or more) hunt together without grouping with one at max difficulty and best potential loot, and the other at min difficulty ? They will kill things mostly at lowest difficulty speed and earn loot at both max and min difficulty worth ...
That's only one nice exploit I thought about in about 2 secs.
I don't want to be the one to design the mechanics of your 'simple' idea. It's far too complex to implement for its worth.
Enorla, Oh so devoted cleric.
Did that kick your butt a little too much so you want to step off a little? Ok, no problem *set difficulty*
I *NEVER* got bored in CoH because I had the option to increase/decrease the difficulty settings for missions (quests) as I saw fit.
http://cityofheroes.wikia.com/wiki/Notoriety
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). Surely, the rewards should remain the same and difficulty should be selected based solely on the style of game the player(s) wish to play. Why make the game a chore for some when it's unnecessary, keep it FUN FOR ALL players.
Also 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.
And harder difficulties providing better rewards is one of the basics of game design. If you propoe harder difficulties for the same rewards, in the end the option will not be used.
Enorla, Oh so devoted cleric.
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). Surely, the rewards should remain the same and difficulty should be selected based solely on the style of game the player(s) wish to play. Why make the game a chore for some when it's unnecessary, keep it FUN FOR ALL players.
Whether harder difficulties are used would depend on whether players wanted a more challenging gaming experience or not. Presumably if a group wanted to play in a hard instance they would agree to do so, if not, not. Either way it makes no difference regarding how to go about providing the option.
Why would you care what level other players want to play at, after all, you have the same options?
put a npc in the area. that npc will blessing you to a <font color="orange">HAMSTER</font> power that will up your status but down some luck <font color="orange">HAMSTER</font> in change. dont need change enemies or zone, just a simple buff. or better, give a general luck to all chanraters and that blessing will replace.
ps: your solution is better, change dificult is better. but... new players or... i dont know the personal problem of all the players, dont need suffer for that. have a lot of solutions to everbody have fun.
Botting already exists, so what's the difference? Only those with maxxed out characters should be able to run bots? Hmmm...
It exists in low level areas. And as I said dailies are pretty much playable with no major issue, except the ones leading to heroic encounters, which may require to team up with other people, like in IWD or WoD. It's expected you can't solo those.
There are obvious reasons for not having difficulty settings in a MMO: farming and the economy. Content is designed to be played for X hours and rewarding Y amount of currencies or Z items. If there are difficulty settings no one is going to play anything but the easiest to acquire the most possible resources, meaning that the lowest can't be rewarded unless you don't care about the economy in game, and it will of course never happen.
If you like difficulty sliders, play Dragon souls or the sims, or civilization, or whatever, but not multiplayer games.
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.
hmmm. is not the case, but take the example of ddo. in the end of dungeon, you receive a especifc loot/xp based in the difficult chosed and if your charater do more times the same dificult or have more levels than the quest required, its down. you can adapt that for xp and luck, being the most hard aways top in rewards.
you have a experience of other games and have a public demand... do a omelette, my god.