Let's Talk: Game Difficulty
What are your thoughts on the overall difficulty of DDO? Sure, we offer difficulty choices, but do you find yourself in a postion where even Normal difficulty feels too much like hard?
If so, do you associate this with a given level in the game (e.g. 10+) or do you think there is just too much inconsistency throughout?
What's the right balance of challenge vs success for YOU? Do you expect to never fail when playing Normal - or would that simply bore you?
I'm raising this subject for a few reasons. I think a lot of people expect that when it comes to an MMO, if you put time in you must get progress/reward out of it - and that failure is just plain bad. Spending 45 minutes into a quest only to fail can be very frustrating.
We have been accused (and perhaps there's truth to this) that we've been balancing the game for the uber-player. Are you finding this to be the case? It seems like a couple years ago the salient message from the community was 'enough with the easy button already!'
Would love to know your thoughts on this. Feel free to reference specific quests.
Fast quests at all levels
I prefer the 5-10 min quests that you can knock out quickly. As levels increase the time to complete also seems to increase. I am fine with that, even if it is the norm, but I like the 5-10 minute completion times of Korthos, harbor and marketplace. I find that any quest that lasts 20+ minutes I prefer to put off or skip completely. I do run Jungle of kyber/Wiz-King for the xp and enjoy them. But most times i see a lfm for xorian cypher or Tempest spine and end up switching to a low level alt and running them instead. I do like the 4 harbor solo quests and raiding the giants vault so maybe I would like more short solo quests in the 4-17 level range. The challenges would be like this for me but they are longer, and failure is an option. If i could solo them and knew that I(not you, you uber elite epic'ed out twitch spec ops trained unprofessional) would complete 90+ percent of the time i would prob run them more. But i have never been able to solo one even when i ran the level 4 one on my level 20. Last, less of the tricky walls like in coal chamber or raiding the giants vault if i wanted to play a plat-former game, then I would play that instead, I like strategy games i have reflexes that seem to require 3 second to react and very poor timing.
/end wall
I really enjoy DDO and want less challenge, more bs'ing with friends while we tackle/cakewalk through some random quest.
Overall Difficulty Skews Badly Higher Levels (For Me)
Quote:
Originally Posted by
MadFloyd
What are your thoughts on the overall difficulty of DDO? Sure, we offer difficulty choices, but do you find yourself in a postion where even Normal difficulty feels too much like hard?
If so, do you associate this with a given level in the game (e.g. 10+) or do you think there is just too much inconsistency throughout?
What's the right balance of challenge vs success for YOU? Do you expect to never fail when playing Normal - or would that simply bore you?
I'm raising this subject for a few reasons. I think a lot of people expect that when it comes to an MMO, if you put time in you must get progress/reward out of it - and that failure is just plain bad. Spending 45 minutes into a quest only to fail can be very frustrating.
We have been accused (and perhaps there's truth to this) that we've been balancing the game for the uber-player. Are you finding this to be the case? It seems like a couple years ago the salient message from the community was 'enough with the easy button already!'
Would love to know your thoughts on this. Feel free to reference specific quests.
I'm sure class type matters some, especially against certain foes. If built as a min/max, that probably changes things too. I'm an old (OLD) pnp player... I built "characters" for my own fun, each life I've slipped a little closer to min/max allocation of points, and definitely putting more in CON that I would for pnp. It's... annoying... to do that with a DND character. Even kinda botched, it'd be nice to shine!
I think (would like) that every player/character/build stood a good chance at progressing through quests on Elite... also since that is favor reward bumps that unlock other additions and aspects of the game. It'd be nice for folks to have easier access to more content. Let there be that "Epic" level/version of quests where people who want a "challenge" *playing* a "game" can go and feel like they are pushing their attributes, gear, and personal twitch skills to red-line conditions.
In general for the higher level quests I'm one who would say that I would like an easier time on Hard and Elite difficulties... because that is where the xp is. Repeating on casual and normal the xp penalty kicks in to quick to count on that for good leveling. For the characters I build, the race I prefer to play, my playstyle, my gear there are many high level quests I actively avoid even on their casual or normal setting. Maybe that will change on life 10 or so....
I really enjoy most the quests and leveling from 1 to about level 13 (I'm a TR addict and like to see progress taking place). Levels 14-15 are okay... but the spread of quests is poor. I hate levels 16-20... even on Normal I find many of the quests full of foes and mechanics that sap a lot of the fun out of "playing" a *game*.
I have never done Shroud - I'm not likely too. What I've read about it sounds like a messy PITA. So, in my recurring lives I don't have greensteel items. I don't grind out Mabar, Cove, or Challenge stuff either. After trying the early cumbersome, confusing, unintuitive (compared to pnp magicking up better gear/weapons), unfun repetative button-clicking annoyance of "crafting" I haven't done that either.
Many of the quests on hard or elite, say in the levels 12-20 range, probably are a breeze for people with greensteel and uber epic'd gear. That's not me. That's not first life 28pt builds (I guess those folks still exist in the game and we get more now and then? Don't we even *want* more of them... they are new people to play the game?). I can't imagine folks who aren't guilded up and playing consistently with good parties finding much fun in many of those.
Critters like mephits, glass spiders and eye-horrors that do spawn-offs of additional critters... that do Not count towards kill count (but can be deadly, use resources, and can damage gear) are miserable. Blanket Immunities suck... I want a chance to be able to use all my abilities/capabilities/spells and see them be effective.
The mechanic where if one parties with another who is 4 levels higher the XP penalty hit is painful makes grouping in the higher level quests miserable as well. Limits too many chances to get into quests (even on normal) and see some good xp accumulated.
Some Wilderness Zones (Desert, Water Works, Red Fens, Restless Isles) could stand to have more critters added to instances that are just groups of fun, nice stuff to kill. Not every critter on the map has to be a potent foe. Especially for first life 28pt new players running through the area.
Puzzles. OMFG Puzzles. Some of them are deity-awful stupid to figure out *in-game* and benefit from doing (The Sane Asylum, Dream Conspiracy). I've recently been in a couple groups where we have been screaming along having a great time together and... pfftttt... those puzzles are a complete bog. Have had people drop group while trying to "solve". Swamp. Suck of time. Unless... someone is able/willing to alt-tab off to a freaking wiki to find a solution. Not Fun In The Game World.
If this actually saves (this message) will try to edit later with better/more details.
Here's for the patient eye
There are plenty of thoughts in this thread I agree with. My general thought agree with the idea that the existing game difficulties are underutilized and do not present a consistent enough variation. I would add that players are like water - although they yelp at how much they want challenge - only a small percentage of the player base truly wants or needs such challenge. Elite and Epics are for those players - and they should be rewarded accordingly with extra rewards (e.g., as the new Shroud does).
That being said, running a quest, raid or not, on casual should be 100% success, even with a gimped character, normal should be a 95%+, Hard 80%+, Elite 75%+, Epics, know what you are doing and all bets are off.
I also agree that 'difficulty' should mean more than inflating HP and adding Fort, especially as quests level. I also think, in a sense, it should not include 'grinding' - wasn't this supposed to be the grind free mmo? Perhaps it should mean that curses, blindness and other debuff does not wear off - permanent until you use a pot, scroll or get a caster. Perhaps it should mean much deadlier traps; I do not think there is a problem in needing rogue skills for quests and suffering a punishment if you do not, as long as it doesn't require a mechanic for every quest. Perhaps it should be greater damage to your items - something that really hurts.
Overall, I acknowledge it is hard with the size of the game, variety of quests, to balance them out. We all have different playstyles and might find some quests easier than others compared to other players. That being said, I think the game has failed to fully capitalize on making use of the resources it has as it has grown. The spell pass seemed to indicate some re-balancing is on your mind - but is it?
Clearly, someone thought the game was too hard when 'casual' mode was created, rubber-banding added, debuffs given timers, and scaling put in. I think some of that went too far - I don't think the game 'needed' casual had Normal, Hard and Elite been used more wisely. I am concerned though, that there seems to be some drive to make the game 'harder' again - I do not want to see the game swing back too far and be a 'turn-off' again, as normal Shroud has clearly done for that scene, imo, as it will chase players away. Use Hard and Elite for the challenge seeking. The hardcore players will thrive under it. Give them extra chances at loot - they deserve it, especially when they grind. For the casual gamers, let them have their fun with a small shot at some of the good stuff - I feel that is what has been getting lost.
Tone down the Scaling a bit!
Well for me and my friends what has gotten under our skin as far as difficulty goes is the Dungeon scaling! We like to run stuff together with a full party a lot of the times and not every run do we want a challenge. Some runs we are helping out one player to get a certain item. Just plain old farming.
Will use Amrath as a example but it can be applied to almost any non raid and challenge. We have all ran the Amrath content on every level, solo and with parties. What really gets our gripe is when we are farming for a certain item on normal with a party of 6 and it feels way harder then elite content. The scaling seems to have gone through the roof lately with a full party. Almost to the point where everyone i know wants to keep it below 4 players so it is not insane. Bare in mind i am talking about farming missions and challenges. This is stuff we all do. We all do it tons of times. The Challenges on epic with a full party are so crazy That i honestly do not know why anyone would bother aside from actually challenging themselves!. You can two man em no problem. 3 man em with ease. Bring that 4th man in and your in for a whole different game. Every hit you take is big pink enhanced damage. Every enemy has their hp bumped up dramatically. In the challenges The bosses almost quadruple in hp.
I think when we initially choose Normal it shows we are not after a insane challenge. We just want to get it done. If we wanted a challenge we would have taken elite.
Bear in mind i love challenging myself. But I have to be in the right mind frame. Sometimes i just want to help some guildies get some item they have been after for months. I agree it should be somewhat ramped up when we have a full party so its not a bore fest, but I also think that the scaling needs to be toned down a tiny bit so a normal 6 man party is not harder then a 3 man elite party. It really makes no sense!
This almost encourages players to run with less people if we want to farm stuff fast and efficiently. I have soloed Every elite amrath quest alone and it was not half as bad as normal with 6 players. I have also done it with 6 on elite and that was a war to remember but we all knew it was gonna be like that. We want to be able to group with 6 players and still be able to have fun . Not do a epic battle to the death on normal! Every enemy hitting for epic damage! If we wanted that and some do, we would take elite... But for normal 6 man, tone it down a bit.
My only real concern with difficulty is the scaling. Raids are alright right now . Most are pretty good and scale properly depending on what difficulty you choose. . Abbott Has some issues that may need to be tweaked but most of the raids are pretty straight forward. The blades in shroud on normal still in my opinion need to be toned down a tiny bit. Not a ton just a wee bit so a lag spike is still recoverable for the healers. One lag spike at the wrong time often spells a party wipe in there now.
If you want to talk about the difference in difficulty between running a melee compared to a caster i think everyone knows that melee has the raw end of the deal. That is a whole different balance issue that you guys need to weigh a bit as well.