Standing Stone Games is introducing a rather unique optional system in Update 30: a difficulty slider. This won’t affect dungeons and raids, but rather allow individual players the ability to set the landscape difficulty higher. With 10 levels of difficulty (from “normal” through “deadly +6”), there are more than enough options to crank up the challenge and give your next run through the game some bite. But what does this do, exactly? And how could this benefit the game?
https://massivelyop.com/2021/05/29/lotro-legendarium-how-the-landscape-difficulty-slider-is-changing-the-rules-of-the-game/
Comments
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
For one the devs could spawn mobs with variable levels ,in FFXI we had around a 3-4 level difference from which the mobs could spawn.
Secondly ,if you want a tougher challenge just go fight a tougher mob lol,i mean geesh,it's not rocket science.
Never forget 3 mile Island and never trust a government official or company spokesman.
Logic, my dear, merely enables one to be wrong with great authority.
The real question is how it will be implemented. LotRO is hardly the first game to implement difficulty options, but some implementations have been a lot better than others.
Kritika Online is an instructive example, I think. The En Masse version had four difficulty levels, and they ranged from really easy to actually quite challenging. The Steam version also has four difficulty levels, and they range from really easy to, well, still really easy. The Steam version of difficulty is pointless. Actually, the Steam version of the entire game is pointless. And I really liked the En Masse version.
Even if you want to scale up difficulty, there are good and bad ways to do it. What made the En Masse version of Kritika work is that different bosses had substantially different mechanics, so that different fights felt very different. On the "insane" difficulty, you had the best boss battles I've ever seen in a game. In the Steam version, the same mechanics are all there, but not much happens if you get hit, and the boss dies almost instantly if you attack, which makes the boss mechanics not matter.
Po_gg mentioned Champions Online's difficulty options above. The problem there is that it's only available for instanced content, and Champions Online is predominantly an open-world game.
And that leads to another issue: it's easy to adjust difficulty levels for instanced content, but much harder in an open world. In Vanilla WoW, I once tried to see how far above level of a mob I could kill. I managed to kill one that was seven levels above me, and it took 7 minutes to wear it down while mostly trading hits. I tried to go for one eight levels above me, and it looked like I could do it and was on pace to take 17 minutes. So of course some random person who was much higher level ran over and killed the mob for me, probably thinking he was helping me.
Ideally, you'd have different instanced versions of a zone for different difficulty levels. That would make it impossible for a "normal" player to step in and make everything trivial for people playing on higher difficulties. LotRO has a number of servers. Does it have enough of a player base to keep a decently populated zone on each of a few different difficulty levels? I don't know, but it might.
- But... you can already use the turtle stone.
- (lots of players) Never heard of it / Don't want to stop my xp / Too cumbersome to use
You're going to have high level players wiping out zones and other players not having content to play.
It would be a bad mix of over powered and under powered mashed together, wouldn't it?
Once upon a time....
And yeah, MMO's are getting even worse. They just don't seem like "worlds", they are just games. Games stuck on leveling for sparklies.
Once upon a time....