PoE needs a difficulty factor setting

I am curious, in what manner would a difficulty setting not work?

Off the top of my head I could imagine it looking like this in PoE: There would be 3 settings. Zero would be 25-40% easier than the game currently is with exp and mf penalties. One would be as it is now and one plus would have the monsters as though you were in a full party including an exp and mf bonus. The difficulty could only be set to zero or one plus while you were solo and all party play would be at default difficulty. In terms of maps and party play difficulty adjustments I'd prefer to see this as some kind of drop that was input into the map activation device along with map to make it more difficult/rewarding.

Just off the top of my head, and kind of derailing OP (sorry), but it could be interesting.
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GeorgAnatoly wrote:
I am curious, in what manner would a difficulty setting not work?
Because difficulty sliders are 0% risk-reward, and 100% gearcheck-reward. You don't set the difficulty level to something which challenges you, you set it to the highest setting which still manages to be piss easy for you. Like how "paragon levels" give (gave?) you free MF for overleveling, difficult sliders are nothing but free IIQ for overgearing. If you run into an area which is particularly easy for your character, you might temporarily increase it, but it's still piss easy; if you run into an area which is particularly hard for your character, you decrease difficulty level to ensure it remains piss easy.

Contrast with maps. In a way, maps are a difficulty slider too, but they work because sliding the slider isn't free. It costs orbs to move that slider, which itself starts at a random difficulty level. You can still make all your maps piss easy for a while, but you'll go broke on currency if you try to do that forever. So eventually you will have to actually challenge yourself (or make a QQ post about how maps are unsustainable, when in fact they are, you just need to man up sometimes). Perhaps more importantly, the difficulty increases are more complicated than plain number boosts (more monster life, more monster damage); you can actually get some really interesting situations.

Looking at the contrast between the "Monster Power" style of difficulty slider and the maps style, one might say that the problem with former is that the player is in full control of the slider.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on May 27, 2014, 9:04:37 PM
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ScrotieMcB wrote:

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Agreed. While there are some flaws with map mods, maps are tons better than a difficulty slider and have more potential.
IGN: SplitEpimorphism
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syrioforel wrote:
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ScrotieMcB wrote:

snip


Agreed. While there are some flaws with map mods, maps are tons better than a difficulty slider and have more potential.


There is no real difference in reward from a very difficult rare map to a packsize blue map. Considering the reduced currency rolling blue maps, they probably end up ahead.

They really need to do something to change this. Whether it's removing pack size, making the % actually matter on them, having the % have an effect on exp gained or whatever. It is like the map system was designed to have people choose the least resistance.
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Worldbreaker wrote:
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syrioforel wrote:
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ScrotieMcB wrote:

snip


Agreed. While there are some flaws with map mods, maps are tons better than a difficulty slider and have more potential.


There is no real difference in reward from a very difficult rare map to a packsize blue map. Considering the reduced currency rolling blue maps, they probably end up ahead.

They really need to do something to change this. Whether it's removing pack size, making the % actually matter on them, having the % have an effect on exp gained or whatever. It is like the map system was designed to have people choose the least resistance.


That's the flaw (or one aspect of it) I was referring to. Pack-size needs to go. Right now you go for a blue map with pack-size and +magic monsters, say, and it's near ideal for a long time.

With the right balance (map mods that all add interesting difficulty, with significant reward in return -- no freebie mods that are purely beneficial), maps could be interesting, though, and a better system than a difficulty slider.
IGN: SplitEpimorphism
Last edited by syrioforel#7028 on May 27, 2014, 11:30:49 PM
Hordes is really the only grievous offender. Although not insignificant, Champions and Commanders fail to provide enough effect to merit going blue over going yellow.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
/players 8 ?
Yes, definitely.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
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ScrotieMcB wrote:
Hordes is really the only grievous offender. Although not insignificant, Champions and Commanders fail to provide enough effect to merit going blue over going yellow.


Yeah, they're nice to have (no downside) but not nearly as powerful as hordes.
IGN: SplitEpimorphism
Last edited by syrioforel#7028 on May 27, 2014, 11:42:50 PM
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johnKeys wrote:
/players 8 ?
Yes, definitely.
Definitely not. It's just another difficulty slider and has all the same problems I described earlier.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on May 28, 2014, 12:17:26 AM
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ScrotieMcB wrote:
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johnKeys wrote:
/players 8 ?
Yes, definitely.
Definitely not. It's just another difficulty slider and has all the same problems I described earlier.


I wish uninstalling had a slider.

Quick like a bandaid, or slow and dramatic.

I've got a bit of time to decide which will be more fitting for PoE.

The good news for me is a lot of my other games (I haven't played yet) are no longer updated. I don't have to worry about the vocal community changing something I may enjoy as-is.
Last edited by Worldbreaker#6569 on May 28, 2014, 12:31:26 AM

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