nimander99 wrote: »lordrichter wrote: »nimander99 wrote: »lordrichter wrote: »Yeah, we were discussing this over at UESP. Does it mean that this will introduce battle-levelling that goes up and down, or does it mean that everything will be max level and everyone will scale up? I'm thinking the latter (while preferring the former), but it's definitely something that's not as clear-cut as it first seemed.RagnarFirehawk wrote: »Not sure if have said this yet but one thing has got me thinking...
"higher level players will be the same “level" as lower level players" <~~~ So that means no matter what zone i go to my Max lvl Characters will be there for decreased in level to match them
or dose Battle leveling make them " Maxed " as well the contradiction with the line.
" Characters will have their level scaled the same way that we currently scale players to the level of DLC zones "
Dam, what a Paradox
ZOS is already on record as saying that they don't like down scaling.
Everything will scale up to the current CP cap world wide. At every CP cap increase we will see Tamriel creatures "level up". So you will immediately battle level up to the Cap... Just like entering any DLC for the first time. The only thing that wont scale is crafting nodes, they will stay in line with the current leveling process, high end mats will remain DLC locked.
According to Kai, they will be scaling the crafting to match what they do with DLC zones and Potency runes.
Naturally, this can change or he might be wrong (or I would not be wasting my time posting here). If they just leave crafting alone, it would be almost exactly what I asked for 2 years ago. However, the crafting nodes are a deal breaker for me. I am not interested in playing this game if they insist on changing crafting nodes globally.
Let me make sure I understand what you are saying here by 'Globally'. Do you mean to say that nodes will scale to your skill level? If that's what I'm understanding then that's a poor change... But maybe it's a coding issue? Easier to just implement what's already in game via the DLC's we currently have.
I guess I'm gonna have to get busy gathering mats before the change.
ESO is a great game. But these changes to pretty much no character progress is just loosing my interest. I have been playing since launch and Sub since then. Champion points would be ok as progress if they where char bound and not account bound. I had several alts I was going to play, but lost all interest since there is no progress what so ever for them.
ESO is awesome and I love every DLC. Please dont make ESO into Wow-Kiddy-easy.
Please add a new layer of progression that is player specific. I'd LOVE to make several new alts and explore and PROGRESS.
Thanks
ShedsHisTail wrote: »dethbl00ms wrote: »I'm concerned about over-population, but am going to hold off on criticism because I have been pleasantly surprised before.
A couple of suggestions for implementation: add banks to all cities (not just zone capitals) and allow crafting writs to be turned in at any city. This might reduce overcrowding in areas/zones.
Also consider adding trial hang-out areas outside of the instanced areas.
Honestly, if you really want to stop overcrowding, you'd want to put Undaunted camps in every zone.
That's what really started the big crowds in Alliance capitals. The capitals, like Mournhold, were no worse off than any other city in the Pact until they put the Undaunted camp there. Then everyone came there to pick up the quests and shout their LFGs.
Finders Keepers: Thieves Troves are special caches that are located all around Tamriel. They have a distinct blue glow around them. If you happen to spot a Thieves Trove, it's yours to keep if you can open it. You'll need this Thieves Guild passive to secure your prize!
dimensional wrote: »You guys act like there aren't already zone instances with player caps. This won't affect performance.
DaveMoeDee wrote: »So I can create a brand-new DC character, walk from Glenumbra to Auridon... and fight Covenant soldiers.
BRILLIANT.
The game wasn't designed for inter-faction traveling. Silver and Gold interactions made that painfully obvious, and now they've just bum *** a battle leveling system on top of it.
"In general, higher level players will be the same “level" as lower level players, but they will have far more tools in their arsenal: better gear, more abilities, and of course more Champion points."
So the game really will be a CP-measuring contest now. Thanks guys.
"One Tamriel will not affect the PvP systems in Cyrodiil."
Of course it does. This makes PVP obsolete because you're now allowed to play all three sides at your whim. You're not a champion anymore. You're a tourist.
Welcome to Disneynirn.
You are really exaggerating the impact on Cyrodiil. People already have characters in multiple factions, even with questing limitations. Not a big deal.
My bigger concern will be the scaling. It will be interesting to see how they keep zones playable for characters in soul-shriven rags and no skills while not making them even easier than they are now for max level players.
They have said already that this will not affect PvP.widowmakerx wrote: »I just want to give a huge shout out to zeimax and say thank you for completely destroying the morale of my 400 to 500 cp pvp guild ( individuals who are eso plus members and buy additional crowns ) by anointing one tamriel, and effectively ending any competitive teamwork oriented pvp, you have succeeded in renaming, changing, and destroying the game they know and love, although I guess it is better than continuing in the direction of ( nightblades online) where a night blade can LOS break any attack by stealthing. You have a real talent for selling one thing them changing it so continuously that no one really cares anymore,bc there effort is pointless.
There's a very good reason why there are very few successful (ie. still running) sandbox MMOs: the vast majority of players don't want to play them.AverageFurry wrote: »At least this will remove the theme park-feel that some players might have.
lol no. Its still themepark and thats the problem. its another change without changing fundament.
VodkaVixen1979 wrote: »I think a lot of people are not seeing the forest through the trees on this one. It is more like the population is so low they want to throw us all onto one server together to save money and call it something new without making anything. This is yet again catering to those who pass on through or pop in and out. All of the players who have been here for awhile are left scratching their heads at what ZOS is actually doing except eating in their free lunch cafeteria at headquarters.....
Am a bit confused... when I read the announcement, I assumed they were removing level 1-50, like they removed Veteran Ranks, but the announcement doesn't actually say that.
So what will happen?! Will level 1-50 remain, but battle level you? Or will 1-50 be removed and everything just use CP ? and will the mobs then have different CP scales as it is now for the VR zones?!
ESO is a great game. But these changes to pretty much no character progress is just loosing my interest. I have been playing since launch and Sub since then. Champion points would be ok as progress if they where char bound and not account bound. I had several alts I was going to play, but lost all interest since there is no progress what so ever for them.
ESO is awesome and I love every DLC. Please dont make ESO into Wow-Kiddy-easy.
Please add a new layer of progression that is player specific. I'd LOVE to make several new alts and explore and PROGRESS.
Thanks
There's plenty of character progression.
Champion point/perks
Skill line levels
Skill/morph levels
Gear
Skill points allowing for a larger and larger skillset to work with
A traditional character level isn't necessary.
lordrichter wrote: »VodkaVixen1979 wrote: »I think a lot of people are not seeing the forest through the trees on this one. It is more like the population is so low they want to throw us all onto one server together to save money and call it something new without making anything. This is yet again catering to those who pass on through or pop in and out. All of the players who have been here for awhile are left scratching their heads at what ZOS is actually doing except eating in their free lunch cafeteria at headquarters.....
I have said for a long while now that they need to make on Tamriel, instead of three. The PVE lines between alliances has been blurred for a good while now, and it is silly that there are really three games in one. There are a few reasons to do this, both technical and per the story. For example, why would you find other "heroes" in the Cadwell zones when you have already solved the whole Molag Bal issue?
The technichal issue of population and spreading people out is largely moot with the way they break people apart who are in the same alliance. Addressing low population is a concern, and throwing people together will solve that, but mainly in the Cadwell zones. We already know that the Cadwell zones are sparsely populated simply because people do not spend a lot of time there. Outside of Cadwell, populations are not any apparent concern, at least on PC NA.
Additional Lag is should not be a problem. There are already more people in the zones than can be handled by a single channel, so whatever new people are there will just spawn more channels. Of course, this is ZOS. Give them 30 minutes and I am sure they can find some way to muck things up.
They still have leveling guys calm down. Sheesh I can't believe people are so stuck on leveling up and keeping to the stupid themepark design of the game. It honestly makes no sense since this game has individual skill lines. Character levels are for games where you don't have individual character skills that can be advanced, so you need a way to show your character getting better at things, so you gain a level and suddenly you're better at everything, even the things your character isn't practicing at. In TES games, you get better at using a sword by using swords, not by gaining character levels. Having a themepark design where the landscape is separated by levels is just silly anyway. In a real living Tamriel, a Giant Spider is a Giant Spider, there'd be no difference between a Giant Spider in Grahtwood and a Giant Spider that happens to be across a zone line in Malabal Tor, but in themepark Tamriel, that spider is 15 levels higher so it's much more powerful, because of artificial reasons. It also makes no sense that iron, a really common material in the world's crust, would only be found in Auridon and other low level zones. Themepark design with leveled zones is just dumb.
TheTraveler wrote: »They still have leveling guys calm down. Sheesh I can't believe people are so stuck on leveling up and keeping to the stupid themepark design of the game. It honestly makes no sense since this game has individual skill lines. Character levels are for games where you don't have individual character skills that can be advanced, so you need a way to show your character getting better at things, so you gain a level and suddenly you're better at everything, even the things your character isn't practicing at. In TES games, you get better at using a sword by using swords, not by gaining character levels. Having a themepark design where the landscape is separated by levels is just silly anyway. In a real living Tamriel, a Giant Spider is a Giant Spider, there'd be no difference between a Giant Spider in Grahtwood and a Giant Spider that happens to be across a zone line in Malabal Tor, but in themepark Tamriel, that spider is 15 levels higher so it's much more powerful, because of artificial reasons. It also makes no sense that iron, a really common material in the world's crust, would only be found in Auridon and other low level zones. Themepark design with leveled zones is just dumb.
Er, no. In all the previous TES games, you had levels. Even in the super-easy, no-challenge at all Skyrim. ...and in fact, leveling was more intricate in the first few games and was gradually dumbed down as more and more casual players were pulled into the market. But you definitely had basic attribute progression AND skill-line progression, and skill-lines were two-fold, not single as they are in ESO. Classes were also more complex. ...and that was a GOOD thing.