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The Pub at MMORPG.COM  » Why do MMO's not have Difficulty sliders, again?

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74 posts found

Made History

Joined: 7/11/11
Posts: 6496

Pink, it's like red but not quite.

7/03/13 2:20:26 AM#21
Fixed Loot Tables are easier and dirtier to code...therefor traditional. EQ1 had 'em, so did the games that cribbed from EQ.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.


Elite Member

Joined: 10/29/07
Posts: 17701

7/03/13 2:26:00 AM#22

Personally I would be happy with easy and hard mode servers (better droprate at hardmode of course).

Right now it feels like only a small portion of the games (PvE wise) are challenging, the rest are made to be easy for Joe and Jill Average. We don't really need permadeath or high penalties either, just a challenge to play so it wouldn't really be that much extra work for the devs.


Made History

Joined: 7/11/11
Posts: 6496

Pink, it's like red but not quite.

7/03/13 2:32:50 AM#23
Originally posted by Loke666

Personally I would be happy with easy and hard mode servers (better droprate at hardmode of course).

Right now it feels like only a small portion of the games (PvE wise) are challenging, the rest are made to be easy for Joe and Jill Average. We don't really need permadeath or high penalties either, just a challenge to play so it wouldn't really be that much extra work for the devs.

Difficulty sliders existed as early as 2004 in MMOs. Diablo had it licked in 1996, right?

ARPG's in general don't seem to have a lot of issues with the core concepts. Playing one right now that handles dynamic scaling seamlessly. Most NCSoft games, ANet seems to get it.

It's hard to imagine why modern MMOs (or players) would still want the same old problems with risk vs. reward. From the first page; looks like mostly inertia and the desire to control how other players experience their games? Ever Blizzard's come around (slowly) to the idea that raids could/should scale too.

But there's millions of different players, with millions of different ideas about what the 'right' way to play is.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.


Advanced Member

Joined: 3/05/07
Posts: 3922

7/03/13 4:16:58 AM#24

     Lets take WoW for example..  I"m not in favor of having individual sliders, but I would be in favor of having special servers..  I would think about going back to WoW if they would change some of their settings on select servers..

  1. XP loss on death (welcome back corpse run)
  2. Mob agro to the zone line..
  3. ALL dungeons are converted to open zones. (no instancing)
  4. Tweak some skills and spells.. ( crowd control abilities come to mind )
  5. Allow for de-leveling like GW2 does so older toons can enjoy playing with younger ones..
These just to name a few.. :) 

Apprentice Member

Joined: 8/31/12
Posts: 646

7/03/13 4:27:09 AM#25

Timmy and Johnny are new players who decide to team up.

Timmy likes things casual, so he sets difficulty to the "So easy my grandma's blind dog could play." setting.

Johnny is a hardcore masochist, so he sets difficulty to the "Duke Nukem just shoved a grenade up your ass and pulled the pin. Hail to the King, baby!" setting.

Timmy and Johnny go to fight their first mob, that cute little level 1 rat.


Servers have exploded as the game can't decide if Timmy got his one-hit kill or Johnny just tickled the rodent.

EA CEO John Riccitiello's on future microtransactions: "When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you're really not very price sensitive at that point in time...We're not gouging, but we're charging."


Apprentice Member

Joined: 9/07/06
Posts: 609

7/03/13 4:34:59 AM#26
Originally posted by Notimeforbs
Originally posted by dontadow
Not just games, anything, you have a better experience when it is focused on what it was designed to do. A number of games actually do have easy and "difficult" dungeon settings. That's good enough. But the things listed would create a different game with every check mark that you'd fracture the community before it even starts. 

How?  You knew the risks going into it.  It would all be on you.

You're retorting all posts but you didn't even get past the second. Understand what was just said, realise you don't know everything and you're not the boss of everything and then understand things are the way they are for a reason. Then you might discover some intelligent dialogue.


Novice Member

Joined: 6/17/09
Posts: 568

7/03/13 4:38:40 AM#27

MMO's do have different levels of difficultly but people choose to ignore them and then complain on forums about how the game is being made for casuals.

The Enlightened take things Lightly


Hard Core Member

Joined: 11/15/09
Posts: 5294

The only luck I had today was to have you as my opponent.

7/03/13 4:39:48 AM#28

i remember the game op ripped off in his post. hitler's in it. does. lfr/normal/heroic and soon to have ... uh ... one more below normal. flex ?




Apprentice Member

Joined: 5/12/11
Posts: 1252


7/03/13 4:42:05 AM#29

I for one always starts at hardest settings in solo RPGs if posible some you have to unlock.

But mmo seems not posible for many reason.

If mmo is hardcore then the devs need to be strong ive not yet seen mmo's that stay hardcore they all go dumbdown road becouse of the whiners(Darkfall at launch was very hardcore but to many whined/cry so hard weak devs made the game for pussy,s) and crybabys.





ive seen them all going ezmode.


Elite Member

Joined: 6/10/06
Posts: 991

7/03/13 4:50:40 AM#30

Originally posted by Notimeforbs

Originally posted by Deddpool
Because everything needs to be even for every player. 

Why?  Why should me wanting to play Ironman Mode effect you?  If I wanted to be even... I wouldn't check it.  How does my one life affect your game?


It would affect me if we were grouped up doing a dungeon. You die and your char is perma dead, forcing me to recruit a new player. What about raids? A tough mini boss kills a tank and a healer and a couple of DPS, and now the raid is short of 5 or 6 people. How long is it going to take to replace those people? Then you lose a few more at the next mini boss causing another delay. If enough people chose your Ironman mode it could be quite disruptive. In todays "casual friendly" MMO market, when everyone wants to be able to jump on and get something done, when people who only have an hour or two to play but still want to see raid content, these kinds of delays are going to cause a big problem. Maybe the answer to that is to eliminate group content - we've already seen a massive trend towards solo content anyway - but then why bother making it an MMO? If you're going to solo everything you may as well make it single player and ramp up the graphics capabilities. From a techincal stand there's no reason it couldn't be done but from a marketing point of view it's a disaster. Such a game would attract a very small audience of hardcore players and most MMO developers are in this to make money.


Novice Member

Joined: 8/15/04
Posts: 355

7/03/13 5:07:36 AM#31
In theory, it's not bad, but the amount of coding to properly handle every possible circumstance that two or more players could interact in a way that allowed all the players to not be effected by what the setting other players had chosen would simply not be worth it. Rather than making one big mediocre game that attempted to cater to everyone, those devs could make a far better gaming experience for everyone by creating a separate game/server for each desired level of challenge. Technically, what the OP suggested is very doable, but as soon as you throw the human factor in that comes with having thousands and thousands of players, it simply isn't practical.

Advanced Member

Joined: 4/25/08
Posts: 2407

7/03/13 5:12:21 AM#32
The raids in WoW DO have a slider.  Amazing.

Elite Member

Joined: 7/17/09
Posts: 2958

7/03/13 5:25:52 AM#33

Doesn't LotRO have that option in that scenario thing they offer where you can pick the custom fight. I am not very sure of the name now but I recall three of us getting our behinds handed to us when we picked the one for a group. Those were some tough fights even with our companions with us.


Also someone else also mentioned City of Heroes/Villains had from the beginning itself. Of course it was easier with the mission system. I think Anarchy Online too had it when you picked missions. WoW as someone here mentioned with their different levels of dungeons. Several games already offer it plus your own individual ability to tailor make your own game to your liking by having a discipline you follow.

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Spotlight Poster

Joined: 10/03/06
Posts: 422

7/03/13 5:40:08 AM#34
No game should have difficulty slider. There should be only one difficulty, the default one designed as the creators intended the game to be played.

Novice Member

Joined: 9/06/12
Posts: 12

7/03/13 6:02:32 AM#35

It's pretty simple to implement: 

-All options provided only have an effect in PVM.

-For every option chosen , you gain a boost in experience and drop rates.

-You choose each option at the start of the game when you create a character and can not change it.


Novice Member

Joined: 8/25/04
Posts: 456

As famous as the unknown soldier

7/03/13 6:06:56 AM#36
It makes me sad to see a topic like this.

Shows how out of touch the op is with mmorpg's, and anyone who agrees with him.

Go play single player games, they have that mechanic.

Gonada Dahung,over 20 years of mmorpg's and counting....Please Lord, let someone make a game that had all the awesomeness of UO, EQ and EVE...


Novice Member

Joined: 4/18/10
Posts: 2657

7/03/13 6:07:20 AM#37

I hate the idea.



I dislike dungeons in mmos having difficulty levels, and then people saying 10 dungeons with 3 difficulty levels is '30 dungeons!'.....



Slide all you want in your lobby game, but keep it out of a real mmo.



Advanced Member

Joined: 12/21/07
Posts: 22588

7/03/13 11:33:14 AM#38
Originally posted by Xthos

I hate the idea.



I dislike dungeons in mmos having difficulty levels, and then people saying 10 dungeons with 3 difficulty levels is '30 dungeons!'.....



Slide all you want in your lobby game, but keep it out of a real mmo.


MMOs are like lobby games now. So yeah, put the slider in MMOs.


Advanced Member

Joined: 12/21/07
Posts: 22588

7/03/13 11:34:28 AM#39

First, MMOs do have difficulty sliders.

In DDO, you can choose your dungeon difficulty before you go in.

In WoW, you can choose LFR, normal or hard mode raid.

And yes, it is a great idea. It works very well in these MMOs, and in games like D3 which is close enough to MMOs in play style.



Novice Member

Joined: 9/25/12
Posts: 2604

7/03/13 11:35:37 AM#40

Because these aren't singleplayer games, they're simulated worlds. Want a harder fight? Agro more mobs.


But modern MMos restrict this..

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