My only problem with the adjustment is it being a hitpoint/damage slider, and otherwise having squat to do with "difficulty." It would be more honest to name it a "combat tediousness" slider, or maybe "time to kill opponent or die" adjustment.
As for how much it affects settings at each end of the range...that's why it's a
slider and not a "pick one of these three" setting. So you can tweak it until find the Goldilocks "this is
just right" point.
I want multiple difficulty sliders for different things like main questline, dragons, etc.
Hm. For "Dragons" I can
almost see, but wouldn't that rationally mean we'd need a page of sliders, one for every creature in the world? Would there simply be an "NPC" slider, or would we have one for Highwaymen, one for Bandits, and so on?
And how would the devs delineate what the "main quest" slider affects? Anything you encounter while in pursuit of the MQ? Only characters/creatures designated part of it? With regard to the "Dragons" slider, aren't they in-game entirely because of the MQ making their slider redundant? What about things like Morrowind's 6th house sleepers or Oblivion's Mythic Dawn agents who randomly attacked in towns?
This sounds, potentially, like the difficulty slider version of the "Options" argument where if every option people have asked for is in-game, the options page will involve 6 pages of options with a couple of hundred settings. :shrug:
Slider for damage taken, a slider for damage dealt, a slider for minigames (lock picks, persuasion, etc) and a slider for rate of leveling maybe.
Ooh, yeah- especially if that minigames slider has a "none" setting! :thumbsup:
Seriously, how about one difficulty slider that for the first time actually changes difficulty instead of being an "easy way out" damage/HP modifier?