
Originally Posted by
Kindoki
However, with the test server, dungeon scaling, and hirelings, that forced mixing between the have's and the have not's, was removed. There is never going to be any reason for the Mr.Cow's of the world to group with my gimpy cleric, Gwyar. Shade can learn everything he needs to know, before he even hits the live server, and by himself, if he likes. Which means my game isn't going to improve, I'll never have the chops to get to that next level of gear, and I'm not going to be able to pass on skills/tricks to others either. Instead, I'm potentially just left feeling envious.
Well, for those who felt envious, they wanted an easy button, and they got it. Dungeon scaling, DDO store, and hirelings. So now, even the middling players (like myself) don't have to group with anyone, if we don't want to. For example, I've got an original AC exploiter (18/1/1), a straight cleric (20), and an archmage (13). None are gimp, but none are cutting edge either. All have reasonable gear, but are also probably subgeared in comparison to others who have been around as long as I. But, those three characters can solo any quest (which doesn't require extra people to pull a lever) up to about Amrath (the archmage maybe not quite yet...), usually up to and including elite level. That's simply a combination of knowledge of the game and some disposable in game income. However, that's not possible for new players, who don't have that knowledge and plat.
So, now, there is a third stratification.
I probably won't ever get to the uber level because I don't have time/gear/patience for VOD, Abbott, etc., which would bring my game/gear up to the next level. I don't run with new people because I'm too impatient to teach people things nowadays, and I don't have the time for 'failure'. I do, however, recognize this about myself, and therefore I don't ask Turbine to help. I didn't need hirelings, or solo/casual, or the world's easiest crafting system. I am happy living in my little niche. But, I don't think most people who come to the forums, and fill out comment cards, have that level of personal responsibility for their own enjoyment.
So, we end up with people complaining. It's 'too easy' for the ubers because Turbine gives them too many options to make it easy. It's too hard for the casuals because Turbine gives us Epics and red named immunities to give the ubers a challenge; and the casuals are completely cut out of that opportunity based on skill and gear. It becomes a downward spiral.
So, to sum up a long ramble... if you want to fix difficulty, spend a weekend and come up with a mission statement for DDO. Decide if you want a casual game that anyone can play, or if you want an uber game. Decide if you want to force the majority of people to have to group together to succeed, or if you want them to be able to solo everything. Etc., etc. Then, go public. Say - "This is our intended direction. This is what we want to do with OUR game. I hope you like it. Sorry if you don't; we'll take your feedback on everything but changing our mission statement". Then, build that game.
Obviously, that's potentially something more long term (though it doesn't have to be). My simple point is that the difficulty isn't the problem; the myriad of ways you've created to eliminate difficulty is the problem.
So, my suggestion on how to fix difficulty now - without some form of overhaul to the systems currently in place - I suggest ditching the test server. Force people to learn on the public server. There will undoubtedly be a few guilds that become isolationist, but I don't think that will be significantly different than now. More likely, people will PUG more, and work together more (ala Abbott when it was first 'unbeatable', but before it became just annoying), and share more. A rising tide floats all boats.
If you could make one change to the difficulty system - 1. throw out dungeon scaling, or 2. tie it only to difficulty (solo/casual/norm/etc), or 3. tie only to specific areas (quests don't scale, but challenges do?).
My recommendations overall:
1. Ditch the test server. spend some RL money and hire some additional QC people like the rest of the world. Or, run test server weekends; but choose something that doesn't allow people to do all their 'gaming' on the test server, but their 'loot collecting' on the live servers.
2. Tie dungeon scaling solely to difficulty, not party size. Build quests/raids for 4/5ths group completion (i.e. 4-5 people in a quest and 8-10 people in a raid). If players can do with less, or need extra, so be it.
3. Limit hireling level (maybe 6th - 10th level hireling max? -why is a 20th level cleric hireling PUGing anyways?). Hirelings should be treated like any other consumable... they assist, but aren't capable of changing the outcome on their own.
4. Let the player outliers go. Find your sweet spot and let the ubers and the fairweathers go. You were handed a solid system of characters and questing. Stay true to those roots. The uber players who choose to leave will be replaced by others. The fairweathers will go back to Farmville. Of the ubers who leave, some will come back.
4a. I don't know enough about the gaming business to speak in anything other than basic business sense. So, if what I suggest doesn't hold true in this industry, then that's fine... but do the research to know what does hold true about customer retention/churn, and make a decision based on that. Then let people know that decision.