One Tamriel doesn't really fit story wise. The premise of the entire game is faction-based. By eliminating that, the quests make no sense. You need to add some kind of randomness to quests so that they change. That's the overhaul you should arrive for. I think your planned approach to make the game more like a sandbox will result the same way as racial passives did when soft caps were removed: they were incredibly imbalanced because the initial game was designed around soft caps. Essentially, you designed this entire game around factions. Now you want to remove factions but not really remove them? It seems like a good idea, but I just think it has a high likelihood of seeming out of place with the overall game and story design.
TheTraveler wrote: »
Nothing I've said is making it a casual button masher. What I've suggested is actually more complex and brainy than what we currently have because you don't have 1 easy number to tell if you can take an enemy or not.
Instead of having 1 character level I'm suggesting more of a dependency on individual skill lines, so you'd have multiple levels.
My Nightblade alt that I've been playing lately is currently level 35 under the current system so I can use level 34 gear.
Under the system I want, she has a medium armor level of 44, a bow level of 42, but a 2h weapon of 31
That would mean I could use medium armor made from thick leather (level 44), and a Hickory bow (level 42), but could only use an Orichalcum Greatsword (level 30), because I haven't been leveling that as efficiently and have been using my bow more often. If I were to suddenly want to use dual wielded weapons, I'd be in for a real "treat" because that skill is at 6, I'd only be able to use iron 1h weapons, so I'd be much less capable than I currently am with a 2h much less a bow. It's actually more complex, not less.
Any 6 year old can grind mobs in a circle and get xp and a higher character level, it doesn't take intelligence, it only takes not being so freaking bored that you just want to log out apply sandpaper to your eyeballs just so you don't have to see yourself running in circles grinding anymore. The more interesting progression is skill lines and skills, because those only progress based on use.
Not to mention, it's more like the actual TES single player games, because like I said, level means very little in TES single player games aside from scaling up enemies. At the very least, character level should have 0 effect in combat, instead of the way it is now which is more like NON TES games instead of a TES game.
Just because SOME people grind, doesn't mean you have to grind; the game as it currently is, has various mechanisms for progression. I guess you never grinded skills in Morrowind, where people would run and jump as much as possible to up their athletics skill, would summon familiars repeatedly so they could kill them again to up their weapon skills and summoning skills, etc. People will always find ways to try and power level up, and if you take all possibilities of progression away and make it a purely skills based game, then they will still find ways to do repetitive battle in order to hone their skills.
Different people have different playstyles, and sometimes you just have to live and let live. Why does it bother you so much? It doesn't take anything away from you, does it? I actually think that for once ZOS has managed to create a battle system that is simple enough for even the casual gamer to master, but is complex enough in its variety of choices by the fact that any race can play any class and can use any weapon, to please experimenters like myself who prefer more complex systems to play around with.
One Tamriel doesn't really fit story wise. The premise of the entire game is faction-based. By eliminating that, the quests make no sense. You need to add some kind of randomness to quests so that they change. That's the overhaul you should arrive for. I think your planned approach to make the game more like a sandbox will result the same way as racial passives did when soft caps were removed: they were incredibly imbalanced because the initial game was designed around soft caps. Essentially, you designed this entire game around factions. Now you want to remove factions but not really remove them? It seems like a good idea, but I just think it has a high likelihood of seeming out of place with the overall game and story design.
sentientomega wrote: »Battle leveling gives you the health/stam/magicka boosts of having a higher level and it will scale your armor and other stats. However when you fight things your level is still considered what it actually is, so for calculations like crit rates, you crit less often and do less damage I think.
I was beginning to get that impression, because I've seen higher levels hit harder with whatever in these zones.
Which is why I desperately hope that ZOS takes all that into account with their One Tamriel scaling, so that very new players, and relatively newer players like me aren't left behind. Presumably they know that anyone with a level 17 character in lvl 14 white armour with a lvl 14 purple greatsword isn't going to have it easy, even with battle-levelling.
I really hope they don't forget that combat at level 3 is VASTLY different to combat at CP150-160, the chances are at level three that you don't have all purple/yellow gear, set bonuses, inherent traits, CPs, if you're a new player. Since vets will most likely have all those things and more, especially at max level, I can see how combat at that level would feel just like a newbie in the Wailing Prison.
I need to know that my combat experience isn't going to suffer as a result of One Tamriel, I REALLY hope ZOS doesn't continue to make the battle-levelling seemingly insurmountable. I mean, you're in the Wailing Prison, and then you end up in a battle-levelled starter zone. There's going to be a MASSIVE difference in combat experience between those two zones, if all other zones are to be DLC-zone-scaled, don't tell me that someone fresh from the Wailing Prison won't notice the huge difference in fighting CP160s scaled up than fighting level 3/4s at their low level.
In fact, someone else has already raised my concern here: http://esoacademy.com/news/one-tamriel-right-move/
Look for Darth Akatosh's reply to one Paul's comment, and you can see the potential for disaster.
I know whereof I and they speak, grinding regular mobs should not be in any way palpitation-inducing trial.
And so, a difficulty slider (player-based stat adjustment or something like that) would really help here; people complaining about ease of difficulty would have a viable solution if that's what they really want, and so would I.
If a difficulty slider is out of the question, I just hope the ZOS devs know what they're doing here, because One Tamriel sounds really great otherwise.
TheTraveler wrote: »the age/tshirt analogy is not even close.
age is more like your character level.
the current system makes it so that if you're a certain age, not only can you wear a t-shirt, but you can wear full ballistic bomb squad armor, despite never having been trained in its proper usage.
Or more applicable, you can operate a fighter jet, just because you're 50 years old, it doesn't matter that you never learned to fly a cessna, or a simulator, just let me take this F-22 raptor off, I know what I'm doing!
What I'm suggesting is that what plane you can fly is dependent on your piloting skill not your age.
TheTraveler and ZOS have this backwards notion that your age should determine it.
What are you talking about? Even if I am, in the current game, CP501, but have never weilded a destro staff, my destro staff ability will be zero, and I will not have a single skill in it. I have to actually start using it to gradually build up a skill line in it. Sounds to me as if you don't even know the current game mechanics, but you are very verbose in your criticism of it.
TheTraveler wrote: »Just because SOME people grind, doesn't mean you have to grind; the game as it currently is, has various mechanisms for progression. I guess you never grinded skills in Morrowind, where people would run and jump as much as possible to up their athletics skill, would summon familiars repeatedly so they could kill them again to up their weapon skills and summoning skills, etc. People will always find ways to try and power level up, and if you take all possibilities of progression away and make it a purely skills based game, then they will still find ways to do repetitive battle in order to hone their skills.
Different people have different playstyles, and sometimes you just have to live and let live. Why does it bother you so much? It doesn't take anything away from you, does it? I actually think that for once ZOS has managed to create a battle system that is simple enough for even the casual gamer to master, but is complex enough in its variety of choices by the fact that any race can play any class and can use any weapon, to please experimenters like myself who prefer more complex systems to play around with.
No, the levels of the zones will still be the same, Auridon will still be a level 3-15ish zone, it's just that if you go to Grahtwood at level 3, you'll be scaled up to the stats of a level 20ish or something. Every zone won't be battle leveled to the same level.
So it'll still be quite possible to level up the same way you do now going from zone to zone. You'll even have more level appropriate options with the other faction's zones.
sentientomega wrote: »No, the levels of the zones will still be the same, Auridon will still be a level 3-15ish zone, it's just that if you go to Grahtwood at level 3, you'll be scaled up to the stats of a level 20ish or something. Every zone won't be battle leveled to the same level.
So it'll still be quite possible to level up the same way you do now going from zone to zone. You'll even have more level appropriate options with the other faction's zones.
That would be very similar to swtor, the main difference being you're not scaled up in the open world in swtor.
I have a hunch they'll do crafting nodes in a similar manner to DLC zones, though for some people, it'll mean an huge shortage of resources in various tiers of equipment crafting, I wonder how they'll deal with that possibility?
another thing that'll be nice about One tamriel.. it won't feel like shouting into a vacuum when looking for help on world bosses in mid level zones... well.. more possibility of finding people anyway. That's one of the things I hate about themepark mmo's with level based zones... when you get to mid level zones, they're empty.
sentientomega wrote: »No, the levels of the zones will still be the same, Auridon will still be a level 3-15ish zone, it's just that if you go to Grahtwood at level 3, you'll be scaled up to the stats of a level 20ish or something. Every zone won't be battle leveled to the same level.
So it'll still be quite possible to level up the same way you do now going from zone to zone. You'll even have more level appropriate options with the other faction's zones.
That would be very similar to swtor, the main difference being you're not scaled up in the open world in swtor.
I have a hunch they'll do crafting nodes in a similar manner to DLC zones, though for some people, it'll mean an huge shortage of resources in various tiers of equipment crafting, I wonder how they'll deal with that possibility?
I hope they leave the nodes the way they are. What good is it having a crafter if I cannot gear my alts.
Firor wrote:"One Tamriel is the last large system left on that list. We have been steadily building towards it, with all of our DLC being level-balanced, and now is the perfect time to level-balance the entire game world."
“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,”
MMORPG: What exactly is the point of leveling now, from 1-50? Do you plan to remove those at some point?
MF: Having a graduation moment at level 50 is an important milestone in a character’s life, so the first 50 levels definitely add a sense of progression and enables the player to make their character broader and more powerful (and dabble in things like crafting) by earning skill points. Also, the differentiation between Pre-Veteran and Veteran levels is important, as Veteran levels open up the second, more difficult layers of dungeons and Trials.
sentientomega wrote: »I wonder, also, if we'll get more purchasable character slots than just the extra four with DB in the event of One Tamriel's arrival?
It might also be an interesting feature regarding node harvesting, for equipment crafting, if each character was able to set whichever tier of resources they'd get, based on whichever is higher, crafting level or character level. For instance, I have a level 18 crafter who's now able to craft tier 4 (lvl 36-44) of everything equipment-wise. There'd be three dropdown boxes somewhere labelled Clothing, Blacksmithing and Woodworking, and for that character, anything above tier 4 would be greyed out. I have a level 29 who can only craft the basic level (1-14) of gear, and so they'd be able to harvest tier 3s, but no higher, but change to any drop-down option might well necessitate a reloading of the UI.
Such a system would mean that no shortage of such resources of any tier would exist, as in any zone at any level you'd get exactly what you're after.
I'd be getting all my medium mats from the zones I usually get plain old rawhide...
TheTraveler wrote: »the age/tshirt analogy is not even close.
age is more like your character level.
the current system makes it so that if you're a certain age, not only can you wear a t-shirt, but you can wear full ballistic bomb squad armor, despite never having been trained in its proper usage.
Or more applicable, you can operate a fighter jet, just because you're 50 years old, it doesn't matter that you never learned to fly a cessna, or a simulator, just let me take this F-22 raptor off, I know what I'm doing!
What I'm suggesting is that what plane you can fly is dependent on your piloting skill not your age.
TheTraveler and ZOS have this backwards notion that your age should determine it.
What are you talking about? Even if I am, in the current game, CP501, but have never weilded a destro staff, my destro staff ability will be zero, and I will not have a single skill in it. I have to actually start using it to gradually build up a skill line in it. Sounds to me as if you don't even know the current game mechanics, but you are very verbose in your criticism of it.
Under the current system you can wield the best quality destro staff even if your skill in destro staffs is 1. Yes you won't have skill in it but you will still be able to use it and it'll do more damage than a lower quality staff with your class skills.
I'm saying ideally, you'd have to use a maple staff, until your skill got higher.
TheTraveler wrote: »TheTraveler wrote: »the age/tshirt analogy is not even close.
age is more like your character level.
the current system makes it so that if you're a certain age, not only can you wear a t-shirt, but you can wear full ballistic bomb squad armor, despite never having been trained in its proper usage.
Or more applicable, you can operate a fighter jet, just because you're 50 years old, it doesn't matter that you never learned to fly a cessna, or a simulator, just let me take this F-22 raptor off, I know what I'm doing!
What I'm suggesting is that what plane you can fly is dependent on your piloting skill not your age.
TheTraveler and ZOS have this backwards notion that your age should determine it.
What are you talking about? Even if I am, in the current game, CP501, but have never weilded a destro staff, my destro staff ability will be zero, and I will not have a single skill in it. I have to actually start using it to gradually build up a skill line in it. Sounds to me as if you don't even know the current game mechanics, but you are very verbose in your criticism of it.
Under the current system you can wield the best quality destro staff even if your skill in destro staffs is 1. Yes you won't have skill in it but you will still be able to use it and it'll do more damage than a lower quality staff with your class skills.
I'm saying ideally, you'd have to use a maple staff, until your skill got higher.
What you suggest will permanently lock a character into using what they chose at the get-go, and would make changing weapon skill lines so impractical as to not be viable.
So, if I'd only been using 2handed on my CP501 toon, and would like to add for bow for ranged, or dual-wield for more set pieces, but I have to use a lvl1 maple bow or level 1 iron weaps in CP160 areas, I'm not going to get anywhere.
At least the way things are now, I can go to a level 5 area to work on leveling up my bow skills, but if we were to be level scaled as in the One Tamriel scenario, with your proposed system, you're basically stuffed when it comes to adding new weapon skill lines - my character will be stuck with his boring old 2handed weapon for all eternity.
sentientomega wrote: »Something else has occurred to me: scaling of the main story quests, and those of the Fighters Guild and Mages Guild, hardly any of which take place in the open world.
They're all instanced, largely in solo-only zones. Will enemies continue to scale up to character level in these instances, or will we be scaled back down to the quests' standard levels?
sentientomega wrote: »Something else has occurred to me: scaling of the main story quests, and those of the Fighters Guild and Mages Guild, hardly any of which take place in the open world.
They're all instanced, largely in solo-only zones. Will enemies continue to scale up to character level in these instances, or will we be scaled back down to the quests' standard levels?
I'd imagine those would stay scaling up to player level to always give the intended play experience. Same as dungeons.
Open world you can't scale the world based on who's in it really, but you can scale people up to the intended level of the open world content.
sentientomega wrote: »sentientomega wrote: »Something else has occurred to me: scaling of the main story quests, and those of the Fighters Guild and Mages Guild, hardly any of which take place in the open world.
They're all instanced, largely in solo-only zones. Will enemies continue to scale up to character level in these instances, or will we be scaled back down to the quests' standard levels?
I'd imagine those would stay scaling up to player level to always give the intended play experience. Same as dungeons.
Open world you can't scale the world based on who's in it really, but you can scale people up to the intended level of the open world content.
It seems likely, as it'd be simple to just keep things there as they are now.
In a zone, like Auridon for example, would our scaled levels constantly be fluctuating between 5 and 15, based on our location in the zone?
sentientomega wrote: »Well, given that DLC zones scale lower levels to CP150, and the enemies are CP160, that might make sense to scale lowbies up to one level below the max for a zone, but would not make sense to do it differently for scaling higher levels down, like swtor does (the max, or one level above, certainly no more than three levels above)?
Bearing in mind that both methods are likely to cause the lowest level mobs to be grey, thus yielding nothing.
That being the case, I think it most likely if they scale you up to the max for a zone, and scale all enemies in that zone up to that level. For instance, Auridon's enemies would all be 15.
In any case, I doubt they'd do anything to actively discourage new players.
anonymousnobodyb14_ESO wrote: »I'm wondering how this system will work going forward...right now the top end for enemies, gear, etc. are cp160. Going into any of the DLC zones, lower-levelled players are scaled up, true, but they still have a bit of a tough time considering they don't have the gear, skill points, attribute points, and especially champion points that someone doing it at max level would have.
So what's going to happen in future updates after One Tamriel launches? Are they going to just keep the cap at cp 160? (Which means the game is just going to stagnate and die) Or are they going to raise this top end from time to time, which seems like a whole lot of work to do for the entire game world? And will make the difficulty for pre-50 characters worse and worse? For example...Imagine a new player, who has no cp, getting out of the tutorial area and getting dropped into Bleakrock, Khenarthi's, or Stros M'kai at level 3 when the enemies are all cp500 or whatever.
While this system sounds really great at first glance, I am somewhat wary of what's going to happen with it in the future