tinythinker wrote: »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 leveling is there to unlock skills (active and passive) as well as better gear and raised attributes. You will still be more powerful at level 40 than a level 10 because of these things, but probably not as much as you are now. The distinction will really take off at level 50 by earning Champion Points.
- "Characters will have their level scaled the same way that we currently scale players to the level of DLC zones."
- "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."
This is how SWTOR and GW2 handle scaling. This is a great feature! A few examples to explain why:
1. You are level CP 160+ and you want to revisit Deshaan to complete all the side quests. With OneTamriel, you will scale down to Deshaan's level range 1-10 and be able to earn xp and receive drops (appropriate for your CP160 level) when you kill mobs. You have available to you all your learned skill lines but their damage output is greatly reduced to be level appropriate.
2. Your friend just started playing and at level 12, wants to join you in your gold zones (CP160). Your friend scales up to CP160 with only their learned skill lines, and helps you quest / kill / explore with scaled up damage / health / magika pools.
3. You and your friend want to explore and quest in a completely different zone (silver zones). You party up and enter the zone where you scale down to CP 80 and your friend scales up to CP 80. you both have a blast! log off thinking man I can't wait till tomorrow to play ESO again!!!
I type this with hope and optimism.
TheTraveler wrote: »Sir, please, you obviously are not a fan of RPG's. This game purported to be an RPG. I put a lot of money into this game, expecting it to behave like an RPG. RPG's involve starting off weak, and building up a progressively stronger character. Progressing in this way, gives the player a goal to work towards and satisfaction in reaping the rewards. People like yourself want to take this away from myself and other RPG-lovers.
You say "skill line levels" well... what does 400 skills help me if I have only 2 bars of 5 (6 with ult) skills each that I can use at a time?
...and why bother to bust your gut finding the ultra scarce and expensive resources for CP160 gear, when the brand-new player with his level 3 gear scales to the same level anyway, just for much, much cheaper?
Please, please, ZOS - make a new action-kiddie game for people who prefer action games with instant rewards, and leave this an RPG for those who have invested a lot of time and money into what they thought was an RPG because it was marketed as an RPG.
Oh, Bethesda, the makers of Morrowind and Daggerfall must be crying into their pillows at night to see what you have done to a once-great franchise.
If they do this, I want my money back. What is being proposed here, is not the game i signed up for
...and I DO have friends in the game, btw, and I CAN ALREADY go and play with a friend's level 1 toon with my VR16 toon, I don't see what prevents the vet toon to enter and play in the starter areas - in fact, as we speak there are vet characters farming the starter areas and robbing the newbies of precious resources; don't ask me why they cannot stick to their own areas instead.
I was planning to buy this game for my cousin's birthday so that we can play it together, but I will definitely not do so anymore, and am thinking seriously of unsubbing.
stypsyb14_ESO wrote: »tinythinker wrote: »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 leveling is there to unlock skills (active and passive) as well as better gear and raised attributes. You will still be more powerful at level 40 than a level 10 because of these things, but probably not as much as you are now. The distinction will really take off at level 50 by earning Champion Points.
- "Characters will have their level scaled the same way that we currently scale players to the level of DLC zones."
- "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."
This is how SWTOR and GW2 handle scaling. This is a great feature! A few examples to explain why:
1. You are level CP 160+ and you want to revisit Deshaan to complete all the side quests. With OneTamriel, you will scale down to Deshaan's level range 1-10 and be able to earn xp and receive drops (appropriate for your CP160 level) when you kill mobs. You have available to you all your learned skill lines but their damage output is greatly reduced to be level appropriate.
2. Your friend just started playing and at level 12, wants to join you in your gold zones (CP160). Your friend scales up to CP160 with only their learned skill lines, and helps you quest / kill / explore with scaled up damage / health / magika pools.
3. You and your friend want to explore and quest in a completely different zone (silver zones). You party up and enter the zone where you scale down to CP 80 and your friend scales up to CP 80. you both have a blast! log off thinking man I can't wait till tomorrow to play ESO again!!!
I type this with hope and optimism.
Deshaan isn't 1-10...
Though I get your example, down-scaling is how SWTOR does it, it works really well.
If ZOS implements this like that, it'll also be perfect for learning new skill lines, if you want to change, say, armour type or class skills and/or weapon skills.
Okay so the worst thing happened in SWTOR - Level Sync - comes to ESO.
TheTraveler wrote: »Sir, please, you obviously are not a fan of RPG's. This game purported to be an RPG. I put a lot of money into this game, expecting it to behave like an RPG. RPG's involve starting off weak, and building up a progressively stronger character. Progressing in this way, gives the player a goal to work towards and satisfaction in reaping the rewards. People like yourself want to take this away from myself and other RPG-lovers.
You say "skill line levels" well... what does 400 skills help me if I have only 2 bars of 5 (6 with ult) skills each that I can use at a time?
...and why bother to bust your gut finding the ultra scarce and expensive resources for CP160 gear, when the brand-new player with his level 3 gear scales to the same level anyway, just for much, much cheaper?
Please, please, ZOS - make a new action-kiddie game for people who prefer action games with instant rewards, and leave this an RPG for those who have invested a lot of time and money into what they thought was an RPG because it was marketed as an RPG.
Oh, Bethesda, the makers of Morrowind and Daggerfall must be crying into their pillows at night to see what you have done to a once-great franchise.
If they do this, I want my money back. What is being proposed here, is not the game i signed up for
...and I DO have friends in the game, btw, and I CAN ALREADY go and play with a friend's level 1 toon with my VR16 toon, I don't see what prevents the vet toon to enter and play in the starter areas - in fact, as we speak there are vet characters farming the starter areas and robbing the newbies of precious resources; don't ask me why they cannot stick to their own areas instead.
I was planning to buy this game for my cousin's birthday so that we can play it together, but I will definitely not do so anymore, and am thinking seriously of unsubbing.
All of those progression systems I mentioned are RPG mechanics.
XP based leveling systems are only ONE way of establishing a separation between character skill and player skill, just like numeric stats or character skills that you can advance.
XP based character level systems are for games where you don't have individual character skills so you gain a level to signify that you improved at everything at once.
TES has character skills that improve independently from use. Instead of getting better at using a sword by gaining xp and leveling up you get better at using a sword by using a sword.
You have skill lines like 1h and shield, or dual wielding. As you dual wield, you get better at dual wielding, as indicated by your dual wielding skill going up from 1 to 50, in that process you unlock new skills you can put skill points into, and new passives.
That is independent of character level. Character level doesn't even play into it.
In single player TES games your character level doesn't mean much, the only thing it means is that the scaling changes so you start getting stronger enemies, and you get perk (in skyrim anyway) and attribute points to assign. In TESO, the level up gives you a skill point and attribute point to assign. Unfortunately it also has the themepark MMO significance of gating what gear you can wear (which would make much more sense to base on skill line rather than character level. My level VR16 Tank that had never used a bow before shouldn't be able to equip a top tier bow and gain full damage from it, it should do as low damage as a maple bow in my hands until I get my bow skill up), and also plays into damage calculations and crit calculations. It should be more like Elder Scrolls, less like world of warcraft.
Anyway, in single player TES, the primary thing character level affects is enemy scaling. It's supposed to be based on what relative strength the game thinks you have, but it doesn't always work out.
If you level up purely through smithing (in Skyrim) at the start of the game you'll be like level 27 or something like that .. but you'll have no combat skills or perks. You'll start fighting people that can wipe the floor with you and you'll do very little damage and get rekt by nearly every hit because you have no skill at wielding the weapons you can smith or wearing the armor you can smith.
The more meaningful advancement and progression is leveling up those individual skill lines so you can put in perk points. Those perks and the increased damage you can do from improving your weapon skill are GAMECHANGING. While your character level? Almost meaningless.
Before you claim Skyrim was not an RPG. same thing in Morrowind. Morrowind leveling up gave you 1-5 attribute points in 3 attributes of your choosing, but if you're level 50 and try to use a dagger with 5 skill in short blade, you will miss on almost every strike still. But you're level 50? You're supposed to be stronger! Doesn't matter. What matters is your skill level in an individual skill line. All leveling did was give you some attribute points, and change the scaling of the enemies you fought.
Skill points, Skill level lines, skill progression, and champion points are all deeper, more meaningful, more involved progression than character levels.
MasterSpatula wrote: »Okay so the worst thing happened in SWTOR - Level Sync - comes to ESO.
But it's not just SWTOR they should be learning from. Scaling was the single greatest flaw in Oblivion. I have no idea why ZOS wants to adopt Bethesda's greatest failure.
Meaningful leveling and progression is 100% non-negotiable to me. I will not play a game that is fully scaled. I simply will not.
Gotta love PR. "I just got off the stage at Bethesda's E3 Showcase" even though the article was written well in advance (and this forum post, too--anyone else notice, from the date and the thread ID, that this was created days ago and was merely hidden until now?).
Anyway, my first concern is that the reason people don't group up isn't because of level/faction restrictions. It's because there is no reason to group up, unless you're doing the 4-man dungeons or 12-man trials. Everything is so ridiculously easy that even a barely competent player will breeze through zone content solo with ease. What exactly would be the point of grouping up? They need to revamp the difficulty and give people an incentive to group up.
Second, I'd be very, very concerned about performance. Places like Wayrest, Mournhold, or Rawl during prime time are very crowded for DC, EP, and AD players respectively, and there's a very noticeable impact on performance (e.g., lags in bar swapping that I wouldn't notice elsewhere). Now instead of there being three separate Rawls that people funnel into, there will be just one.
Third, I liked that the silver and gold zones were relatively quiet. If I wanted to farm mats, explore, etc., I prefer doing it in an empty zone, not one that's been trampled all over by other people.
TheTraveler wrote: »TheTraveler wrote: »Sir, please, you obviously are not a fan of RPG's. This game purported to be an RPG. I put a lot of money into this game, expecting it to behave like an RPG. RPG's involve starting off weak, and building up a progressively stronger character. Progressing in this way, gives the player a goal to work towards and satisfaction in reaping the rewards. People like yourself want to take this away from myself and other RPG-lovers.
You say "skill line levels" well... what does 400 skills help me if I have only 2 bars of 5 (6 with ult) skills each that I can use at a time?
...and why bother to bust your gut finding the ultra scarce and expensive resources for CP160 gear, when the brand-new player with his level 3 gear scales to the same level anyway, just for much, much cheaper?
Please, please, ZOS - make a new action-kiddie game for people who prefer action games with instant rewards, and leave this an RPG for those who have invested a lot of time and money into what they thought was an RPG because it was marketed as an RPG.
Oh, Bethesda, the makers of Morrowind and Daggerfall must be crying into their pillows at night to see what you have done to a once-great franchise.
If they do this, I want my money back. What is being proposed here, is not the game i signed up for
...and I DO have friends in the game, btw, and I CAN ALREADY go and play with a friend's level 1 toon with my VR16 toon, I don't see what prevents the vet toon to enter and play in the starter areas - in fact, as we speak there are vet characters farming the starter areas and robbing the newbies of precious resources; don't ask me why they cannot stick to their own areas instead.
I was planning to buy this game for my cousin's birthday so that we can play it together, but I will definitely not do so anymore, and am thinking seriously of unsubbing.
All of those progression systems I mentioned are RPG mechanics.
XP based leveling systems are only ONE way of establishing a separation between character skill and player skill, just like numeric stats or character skills that you can advance.
XP based character level systems are for games where you don't have individual character skills so you gain a level to signify that you improved at everything at once.
TES has character skills that improve independently from use. Instead of getting better at using a sword by gaining xp and leveling up you get better at using a sword by using a sword.
You have skill lines like 1h and shield, or dual wielding. As you dual wield, you get better at dual wielding, as indicated by your dual wielding skill going up from 1 to 50, in that process you unlock new skills you can put skill points into, and new passives.
That is independent of character level. Character level doesn't even play into it.
In single player TES games your character level doesn't mean much, the only thing it means is that the scaling changes so you start getting stronger enemies, and you get perk (in skyrim anyway) and attribute points to assign. In TESO, the level up gives you a skill point and attribute point to assign. Unfortunately it also has the themepark MMO significance of gating what gear you can wear (which would make much more sense to base on skill line rather than character level. My level VR16 Tank that had never used a bow before shouldn't be able to equip a top tier bow and gain full damage from it, it should do as low damage as a maple bow in my hands until I get my bow skill up), and also plays into damage calculations and crit calculations. It should be more like Elder Scrolls, less like world of warcraft.
Anyway, in single player TES, the primary thing character level affects is enemy scaling. It's supposed to be based on what relative strength the game thinks you have, but it doesn't always work out.
If you level up purely through smithing (in Skyrim) at the start of the game you'll be like level 27 or something like that .. but you'll have no combat skills or perks. You'll start fighting people that can wipe the floor with you and you'll do very little damage and get rekt by nearly every hit because you have no skill at wielding the weapons you can smith or wearing the armor you can smith.
The more meaningful advancement and progression is leveling up those individual skill lines so you can put in perk points. Those perks and the increased damage you can do from improving your weapon skill are GAMECHANGING. While your character level? Almost meaningless.
Before you claim Skyrim was not an RPG. same thing in Morrowind. Morrowind leveling up gave you 1-5 attribute points in 3 attributes of your choosing, but if you're level 50 and try to use a dagger with 5 skill in short blade, you will miss on almost every strike still. But you're level 50? You're supposed to be stronger! Doesn't matter. What matters is your skill level in an individual skill line. All leveling did was give you some attribute points, and change the scaling of the enemies you fought.
Skill points, Skill level lines, skill progression, and champion points are all deeper, more meaningful, more involved progression than character levels.
Leveling up in all games that call themselves RPG's would give you a chance to allocate points to basic ATTRIBUTES (like health, magica, stamina, charisma, agility) as opposed to SKILLS (like 2-handed, destro staff, stormcalling etc.) The SP TES games always had a leveling up of attributes, and in ESO, things like weapon damage and spell damage, scaled off things like stamina and magica. Remove levels, and you may as well remove stam, mag and health (which the proposed changes will effectively do in any case) , and limit an already choice-limited game even more. Thanks for wanting to limit our choices and our feeling of progression to that of a basic shooter. Why don't we all just go and play COD instead....
"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.
Indeed. Relevant points:BigBressler wrote: »Oh really? I must've missed that then. So you're saying that I can PvE with a Dominion friend now outside of Dungeons?Enodoc wrote:Alliances will not have their own "instances"
You won't need to beat the story in order to gain access to the other alliances
You will be able to play with all alliances
There won't be set levels per alliance for each area
Riften will be the same (most likely Level 50 CP 160) for all alliances, and you'll be battle-levelled to that
I kinda wished that ZOS will go towards bringing faction pride back not that they end the Three Banners War!
lordrichter wrote: »
Now, I get that he is not a game designer, and so I do not take his lack of understanding as to why someone would need a full range of mats with much alarm. I do expect the game designers to understand and take this into account. However, the debacle with Potency runes indicates they are not making a game with an interesting crafting economy; rather a game for solitary players who only craft for themselves. Not sure why.
all content will essentially be boosted to “max level”
Mythredhel wrote: »In other words they are turning eso into a game of small episodes with nothing for the hard core long time player to do in between dlc's
frateanu.luiseb17_ESO wrote: »Why nerf everything ZOS ? At least u can do it like RIFT online. Or like a mentoring system.