I completely disagree with your point.
When playing the Beta and after release. My friends and I always had one problem. We couldn't play together.
We were 3.......
We each Had Main Guy which we played solo.
Then we had two guys that we played with just one of us
And then we had fourth guy who was for when we were all online.
Quests aren't repeatable, you can't really skip quests and save them for your friends. Now we can however just buy a DLC... and when we are all online we can play DLC together.
It takes many hours of gaming to reach max level, and we can't play together until we finish that ?
Scaled content is a big boost.
Fair point, although by joining your level 50 friends at say level 10 (catering for casuals) dont you feel this ruins any sense of immersion and accomplishment? I Going in with your level 10 character with low level gear and smashing some mobs in line with your level 50 mates who might be decked out in the best gear?
I also fear by scaling level and not being forced to play the main story, this will result in dull and dumbed down DLC stories. The devs will have to assume players entering each new zone have not played the main story or met its characters, and this in turn will stop the main story of the game itself progressing in any meaningfull way. This could also result in each zones story being disconnected from each other and the main story itself (as you choose which dlc/zone you want to pay/play and in what order).
Again the Devs will need to design each new DLC as if you the player have not played the main story of the game.
To prove my point, is it not already the case that each new zone you go into is continuing on the prior zone in a meaningfull way? Imagine if this wasnt the case.
Fair point, although by joining your level 50 friends at say level 10 (catering for casuals) dont you feel this ruins any sense of immersion and accomplishment? I Going in with your level 10 character with low level gear and smashing some mobs in line with your level 50 mates who might be decked out in the best gear?
I also fear by scaling level and not being forced to play the main story, this will result in dull and dumbed down DLC stories. The devs will have to assume players entering each new zone have not played the main story or met its characters, and this in turn will stop the main story of the game itself progressing in any meaningfull way. This could also result in each zones story being disconnected from each other and the main story itself (as you choose which dlc/zone you want to pay/play and in what order).
Again the Devs will need to design each new DLC as if you the player have not played the main story of the game.
To prove my point, is it not already the case that each new zone you go into is continuing on the prior zone in a meaningfull way? Imagine if this wasnt the case.
At first you start to beat up Wolves as you become more seasoned you start killing bandits and in the end you are beating down enemy soldiers.... then you go to a new Zone and a wolf kills you. Doesn't that feel immersion breaking for you ?
What about after you beat Molag Bal you go join another Alliance... isn't that immersion breaking ?
How about you don't think about Levels in the game and tada no longer immersion breaking that a Recruit (level 10) is fighting beside a Veteran (level 50) sure he isn't doing as well as you most likely usually is how it works. You do not see a level 10 jumping in and killing ten Rank 14 Veteran in PvP do you ?
About the Main Story : Isn't the Main Story more or less about Molag Bal which is done through Harborage and each Zone has it's own Story Line and Twists.
Do remember that Main Story and Guild Story are "Single Player" so yea if they do add more to "Main Story" it will be Single Player.
So any DLC what so ever will be like any other Zone... seperate story.... You will be fixing problems with the Zone not fighting Molag Bal head to head or something.
So in the end Devs will make each new DLC Zone like they would had done with previous Zones. And when you reach each Milestone in Levels you will be summoned in Harborage to do Main Story line as always.
I hate to say this but even the mature will love Jester costume and such.
But you haven't done your Alliance Story since level 49 ?
Also talking about GW2, going to Low Level zone.. you easily kill stuff there.
I was doing more than double the dmg than people in right level.
At first you start to beat up Wolves as you become more seasoned you start killing bandits and in the end you are beating down enemy soldiers.... then you go to a new Zone and a wolf kills you. Doesn't that feel immersion breaking for you ?
I agree with your comment about the wolves, for a game that was promoted for immersion this is a bit silly. But it does happen in alot of games, kind of hard to have unique and progressively 'tougher' looking mobs to suit your level.
What connection does the story element of Craglorn have to the main story? Not a direct analogy to what you're getting at I realise, but it shows that 'other' stories can be told that have little or no connection with the 1-50 journey.Again the Devs will need to design each new DLC as if you the player have not played the main story of the game.
That's how the game is now, that's not an argument against level scaling, which you seem to want to try to argue.At first you start to beat up Wolves as you become more seasoned you start killing bandits and in the end you are beating down enemy soldiers.... then you go to a new Zone and a wolf kills you. Doesn't that feel immersion breaking for you ?
For me the main thing is give people an incentive to subscribe, the 10% bonuses aren't enough, maybe make the DLC's permanent after a period of subscription - ie 3 or 6 months after continued subbing they become yours, that way it encourages people to remain subbed and remain loyal to the game.
The player will scale up to the zones, the zones won't scale down to the player according to ZOS. So it will be similar to going into Cyrodiil and doing PVE content at level 10, it's doable sure but it will be a struggle. You won't be seeing a level 10 going into group dungeons or trials in these zones because they won't be able to cut it. If this is the case it's the best solution for everyone, IMO.
It means more freedom for those that want a more open-ended TES experience and difficult content for those at high levels that want it.
Barely any, but they do mention in passing that Molag Bal is defeated when talking about the atronachs at the Proving Grounds Dolmen (otherwise, of course, there would be a Dark Anchor there).What connection does the story element of Craglorn have to the main story? Not a direct analogy to what you're getting at I realise, but it shows that 'other' stories can be told that have little or no connection with the 1-50 journey.
I hate to say this but even the mature will love Jester costume and such.
But you haven't done your Alliance Story since level 49 ?
Also talking about GW2, going to Low Level zone.. you easily kill stuff there.
I was doing more than double the dmg than people in right level.
Over time..DLCs that have come out and are older will be moved into the "main game" purchase I imagine. This prevents new players from having to pay a *** ton of money to catch up.
I cannot disagree more. Scaling content is at the heart of the elder scrolls series and they never should have had level gated content to begin with.
Personally I believe/hope that Adventure Zones with Trials, like Murkmire, will stay at Veteran with no scaling, and it'll only be the new 1-50-like Zones with solo/duo content (like Wrothgar, Clockwork City, Spiral Skein and Abah's Landing) that players will be scaled to.There's also the concern of content becoming ridiculously easy for higher levels as well, just so that scaled up lower levels can complete it and (possible) raids/dungeons becoming a joke. How are you going to put a bunch of low levels in a zone that has a raid in it? You start LFMing in zone, and suddenly your group is composed of a couple level 10s. Not my idea of fun.