BlackbirdV wrote: »I think it should be optional, so those who want to start over after maxing have the option to do so. Others like me for example aren't max (even if I were I'd wanna have all CP) would like to keep champion points acc specific.
When making a new Character it should say: Carry over Champion Points: Yes No.
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
Champion points should really have been char specific and not account. I got zero interest playing my alts now.
I'm almost tempted to buy another copy to at least get a new char I can develop.
I like ESO a lot. But everything is way to easy to get now. For the first time since launch, I am starting to loose interest.
RubyTigress wrote: »I left this game many months ago because I really didn't need a WOW clone with an Elder Scrolls skin...
I just heard about this news on MMO Reporter, and it is just possible I'll be coming back to the game as a result.
So, there's that data point.
lordrichter wrote: »
Forgive me for asking, as I played WoW for years and don't consider this to be a WoW clone with an Elder Scrolls skin:
What exactly is it in that announcement that would possibly change the game for you, if you think it is a WoW clone?
RubyTigress wrote: »
The main point of interest for me in this change is that my playstyle tends to be solo/exploration type. I'll group occasionally, often on the fly if folks are in the area-which this would seem to support in at least it's earliest description.
Holycannoli wrote: »I don't like this. I was never a fan of the way the world scaled to your level in the single player Elder Scrolls games and I don't want to see that here, any more than it already is. I can see it's purpose with some of the DLC but to make the entire game like that? no.
ESO was designed similar to Dark Age Of Camelot - 3 factions at war with each other, with their own exclusive PvE content. That's the game I tested and enjoyed. That's the game I want. Albion wasn't running around in Hibernia. Midgard wasn't walking hunting trees in Lyonesse.
I also don't play games - and especially MMORPGs - for the story. I play them for the progression. You level your character, you unlock new skills and abilities, earn better and better gear, access tougher and tougher areas etc. Imagine in Everquest if you could do any dungeon or PvE content you wanted because it scaled you to it's level. I wouldn't like that one bit.
I also seriously dislike the idea of seeing enemy factions and not being able to attack them. That goes against the heart of the game - 3 factions at war.
DAOC was a brilliant game and in many ways this was a successor to it. Now they're screwing it up and it smells of desperation.
Level scaling is acceptable in certain limited instances, but a MMORPG shouldn't have it everywhere like ESO plans on doing. What the hell is even the point of leveling then?
And what's this about a barbershop feature that will cost tokens instead of in-game currency? Or am I reading that wrong. If I'm not reading that wrong it will seriously affect my decision to keep this game on my drive.
Holycannoli wrote: »I don't like this. I was never a fan of the way the world scaled to your level in the single player Elder Scrolls games and I don't want to see that here, any more than it already is. I can see it's purpose with some of the DLC but to make the entire game like that? no.
ESO was designed similar to Dark Age Of Camelot - 3 factions at war with each other, with their own exclusive PvE content. That's the game I tested and enjoyed. That's the game I want. Albion wasn't running around in Hibernia. Midgard wasn't walking hunting trees in Lyonesse.
I also don't play games - and especially MMORPGs - for the story. I play them for the progression. You level your character, you unlock new skills and abilities, earn better and better gear, access tougher and tougher areas etc. Imagine in Everquest if you could do any dungeon or PvE content you wanted because it scaled you to it's level. I wouldn't like that one bit.
I also seriously dislike the idea of seeing enemy factions and not being able to attack them. That goes against the heart of the game - 3 factions at war.
DAOC was a brilliant game and in many ways this was a successor to it. Now they're screwing it up and it smells of desperation.
Level scaling is acceptable in certain limited instances, but a MMORPG shouldn't have it everywhere like ESO plans on doing. What the hell is even the point of leveling then?
And what's this about a barbershop feature that will cost tokens instead of in-game currency? Or am I reading that wrong. If I'm not reading that wrong it will seriously affect my decision to keep this game on my drive.
lordrichter wrote: »I am also not looking forward to the world scaled to me. (Check my signature) This is mostly because I can see a path to a great One Tamriel that would be a solid Elder Scrolls RPG move, but I expect that ZOS will be taking a more laid back MMO approach to it.
Account-wide champion points that can be applied to all characters is simply too much power for low level characters, and level scaling amplifies this.
- At ~350 CP, my Level 27 Sorcerer does more DPS with less effort than my Level 50 Sorcerer in Wrothgar, Hew's Bane, and Gold Coast. This is due to different skill choices. Character level no longer matters, but what surprised me the most is that skill line level is also not as much of a deciding factor as I was thinking it would be.
In a world where character level does not matter, will ZOS simply remove them? My guess is that they won't.
I like wandering the world because it is so varied, but I really need something to make me want to go there and stay. Farming resources is something I do while I am "in town" because zones have different resources due to level. This allows me to collect a variety of materials while I am in the area for other reasons, most recently on Guild business, that can be used by other characters on my account. I can focus my time on what other characters want to do and spend less time farming.
- I expect that ZOS will take the easy way out and simply scale all resources to the character, meaning that I will get a maximum of 2 different resources for a crafting skill line no matter where I go. This means that no matter where I am, the world will have exactly the resources I need for my character to do whatever I want to do. If I need Rubedite, I can just run a circuit in the zone I am in and every node will give me Rubedite. This is already the case for Potency runes.
- When housing rolls out next year, this could be amplified. For max level characters, there may never be a reason to leave the "home zone". (see signature) It might be the game design equivalent of putting a big screen TV across from the "throne" and putting a microwave and refrigerator in the "throne room" so that you never have to stop gaming.
ZOS has a huge game design gap that they sort of did not resolve when they got rid of Veteran Ranks, but they will have to deal with it in One Tamriel. This is what to do about crafted items and resource for all the Champion Ranks below 150. This is a "no man's zone" for a lot of players, and becomes an instant no man's zone for any player that manages to get to CP 160. Cadwell zones provide the materials for those who need stuff below top tier equipment, but this all goes away with One Tamriel.
ZOS needs to provide a solution to how first time players get to CP 160 that includes the gear needed for that awkward area below CP 150. This is why I expect that they will scale resource nodes to the character. It is the easy way out of a number of problems.
What they could do is scale the zones, not the resources, so that they drop materials in bands spread out across the zones in some manner of order. Using the Pact as an example...
- Bleakrock: Tier 1 materials
- Stonefalls: Tier 1 and 2 materials
- Deshaan: Tier 3 and 4 materials
- Shadowfen: Tier 5 and 6 materials
- Eastmarch: Tier 7 and 8 materials
- Rift: Tier 9 and 10 materials
Naturally, exclusive DLC zones work against them if they need to add a Tier when they increase the Rank from 160.
I don't really see any of this as desperation. What I see is that they see a need for some changes, which are driven by player comments and requests, but their ambition is throttled by a lack of bandwidth to actually do it. They do what they can, within the constraints of the resources and time, and call it "good enough". Maybe they intend to come back some day and continue work on it, but like everything else, that thought is also constrained by resources and time. There is no guarantee that they will ever get back to it. Call it a "fact of business life", but part of me thinks they should dream smaller things and do those dreams completely rather than dream big things, do half the dream, and then promise to get back to the rest later.
The Elder Scrolls Online: One Tamriel
A world of places to visit, no reason to leave home.
Holycannoli wrote: »Again, I'll go back to classic Everquest (who here has ever played it?). In that game there are multiple starter zones for new characters, multiple medium level zones for leveling and a few high level zones. You can start a level 1 troll or ogre in the swamp or jungle but move him to the dark elf starting area if you want. You can move a new high elf all the way across the world to Qeynos and start there. But you most certainly do NOT scale to the zone you're in, so the trek to from Gfay to Qeynos can get perilous around Kithicor or through East Karana, or Feerrott to Nektulos can be dangerous when you run through Oasis or East Commons with the Freeport guards looking to kill evil races. You also don't just move from your starting zone to Lower Guk, I mean that's ludicrous to even think about.
Level scaling would have made that game incredibly lame, and I fear it will do the same here. Level scaling is only good in limited instances.
Now I'm not even going to have higher level areas to adventure in to look for challenges whilst leveling toons...sigh.
They will all level to V150, as will my stats, plus CP points if I allocate them, and yes I often quest in IC in the CP free server for the challenge...die sometimes, but that's the point of an NPC fight isn't it?
Don't get me wrong, I am a huge fan of finally getting to quest on my Blue alongside my Red friends, and the opportunities to meet Yellow players I've not yet met (not leveled a Yellow toon yet).
lordrichter wrote: »Holycannoli wrote: »I don't like this. I was never a fan of the way the world scaled to your level in the single player Elder Scrolls games and I don't want to see that here, any more than it already is. I can see it's purpose with some of the DLC but to make the entire game like that? no.
ESO was designed similar to Dark Age Of Camelot - 3 factions at war with each other, with their own exclusive PvE content. That's the game I tested and enjoyed. That's the game I want. Albion wasn't running around in Hibernia. Midgard wasn't walking hunting trees in Lyonesse.
I also don't play games - and especially MMORPGs - for the story. I play them for the progression. You level your character, you unlock new skills and abilities, earn better and better gear, access tougher and tougher areas etc. Imagine in Everquest if you could do any dungeon or PvE content you wanted because it scaled you to it's level. I wouldn't like that one bit.
I also seriously dislike the idea of seeing enemy factions and not being able to attack them. That goes against the heart of the game - 3 factions at war.
DAOC was a brilliant game and in many ways this was a successor to it. Now they're screwing it up and it smells of desperation.
Level scaling is acceptable in certain limited instances, but a MMORPG shouldn't have it everywhere like ESO plans on doing. What the hell is even the point of leveling then?
And what's this about a barbershop feature that will cost tokens instead of in-game currency? Or am I reading that wrong. If I'm not reading that wrong it will seriously affect my decision to keep this game on my drive.
I am also not looking forward to the world scaled to me. (Check my signature) This is mostly because I can see a path to a great One Tamriel that would be a solid Elder Scrolls RPG move, but I expect that ZOS will be taking a more laid back MMO approach to it.
Account-wide champion points that can be applied to all characters is simply too much power for low level characters, and level scaling amplifies this.
- At ~350 CP, my Level 27 Sorcerer does more DPS with less effort than my Level 50 Sorcerer in Wrothgar, Hew's Bane, and Gold Coast. This is due to different skill choices. Character level no longer matters, but what surprised me the most is that skill line level is also not as much of a deciding factor as I was thinking it would be.
In a world where character level does not matter, will ZOS simply remove them? My guess is that they won't.
I like wandering the world because it is so varied, but I really need something to make me want to go there and stay. Farming resources is something I do while I am "in town" because zones have different resources due to level. This allows me to collect a variety of materials while I am in the area for other reasons, most recently on Guild business, that can be used by other characters on my account. I can focus my time on what other characters want to do and spend less time farming.
- I expect that ZOS will take the easy way out and simply scale all resources to the character, meaning that I will get a maximum of 2 different resources for a crafting skill line no matter where I go. This means that no matter where I am, the world will have exactly the resources I need for my character to do whatever I want to do. If I need Rubedite, I can just run a circuit in the zone I am in and every node will give me Rubedite. This is already the case for Potency runes.
- When housing rolls out next year, this could be amplified. For max level characters, there may never be a reason to leave the "home zone". (see signature) It might be the game design equivalent of putting a big screen TV across from the "throne" and putting a microwave and refrigerator in the "throne room" so that you never have to stop gaming.
ZOS has a huge game design gap that they sort of did not resolve when they got rid of Veteran Ranks, but they will have to deal with it in One Tamriel. This is what to do about crafted items and resource for all the Champion Ranks below 150. This is a "no man's zone" for a lot of players, and becomes an instant no man's zone for any player that manages to get to CP 160. Cadwell zones provide the materials for those who need stuff below top tier equipment, but this all goes away with One Tamriel.
ZOS needs to provide a solution to how first time players get to CP 160 that includes the gear needed for that awkward area below CP 150. This is why I expect that they will scale resource nodes to the character. It is the easy way out of a number of problems.
What they could do is scale the zones, not the resources, so that they drop materials in bands spread out across the zones in some manner of order. Using the Pact as an example...
- Bleakrock: Tier 1 materials
- Stonefalls: Tier 1 and 2 materials
- Deshaan: Tier 3 and 4 materials
- Shadowfen: Tier 5 and 6 materials
- Eastmarch: Tier 7 and 8 materials
- Rift: Tier 9 and 10 materials
Naturally, exclusive DLC zones work against them if they need to add a Tier when they increase the Rank from 160.
I don't really see any of this as desperation. What I see is that they see a need for some changes, which are driven by player comments and requests, but their ambition is throttled by a lack of bandwidth to actually do it. They do what they can, within the constraints of the resources and time, and call it "good enough". Maybe they intend to come back some day and continue work on it, but like everything else, that thought is also constrained by resources and time. There is no guarantee that they will ever get back to it. Call it a "fact of business life", but part of me thinks they should dream smaller things and do those dreams completely rather than dream big things, do half the dream, and then promise to get back to the rest later.
The Elder Scrolls Online: One Tamriel
A world of places to visit, no reason to leave home.
JasonConstantine wrote: »OK so how does this affect DLC? Do we still need to purchase them in order to access the content or are they just dumping the DLC stuff, making it free and telling everyone who purchased it .... "Oh Well These Things Happen"....
Captain8504 wrote: »JasonConstantine wrote: »OK so how does this affect DLC? Do we still need to purchase them in order to access the content or are they just dumping the DLC stuff, making it free and telling everyone who purchased it .... "Oh Well These Things Happen"....
That's what happens with guild wars 2.. They put base game in with expansion and refunded people money that bought base game a few months up til the release of expansion.
Rev Rielle wrote: »@Rev RielleRev Rielle wrote: »I can answer this one: From what we've been told, yes. For PvE, basically we will all be as one. We will be limited by where we go and whom we group/play with only by ourselves. If we want to group with Pact and Dominion as a Daggerfall alliance character for example, we will be able to: any alliance, any level.@ZOS_JessicaFolsom
Can you explain these two to me?
[*]You will be able to explore the entire world in any sequence you wish - just walk across the world and you will always find appropriately leveled content.
[*]We are dropping all PvE Alliance restrictions. You will be free to explore of all Tamriel, including other Alliances. It is up to you how you want to role-play your character while doing this. “Silver" and “gold" versions of zones will be replaced by Cadwell quest storylines that you can do in any order you wish.
-> Question
Does this mean that we can now communicate and or be part of the other factions zone? Say I'm DC and I want to see EP area with EP players, are we still separated? Or are we combine?(Ex: DC hanging with EP in EP town)[*]Alliance restrictions will still be enforced in all PvP areas, of course. One Tamriel will not affect the PvP systems in Cyrodiil.
->Question
Will there eventually be open world pvp areas, and or will we be able to attack certain EP/DC/AD areas with players defending, like open-world?
Thank you, Jessica.
Cast
Isn't that what Cyrodiil is already?
Cyrodiil isn't really an open-world. Its more or so one big map, with PVP/PVE objectives. Its large-scale and usually very boring, I like the entire "Oh another faction member!"(in a certain area) and kill them with some penalty to me(Red name, bounty, etc)
It'd also be neat if they did it perfectly and maybe added flagging and able to kill your own faction in PVE zones(that have PVP open)
I think ESO should if not thinking of it, add some form of open-world PVP and they should consider objective small-scale PVP battles, arena, duels, and even better - a bounty open world system(PVP related[scrapped before])
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.
dimensional wrote: »You guys act like there aren't already zone instances with player caps. This won't affect performance.
DaveMoeDee wrote: »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.
You really missed the point of grouping up.
There are players who come to the game wanting to play with a player who recruited them. The problem is that the inviter's character is at a level such that they can't group up. Similarly, there are friends who want to play together but want to play classes in different factions.
They don't need to add incentives for grouping up. The feature is there for people who already want to do it. There have been plenty of threads about this in the forum in the past if you were paying attention.
Cyrodiil doesn't have the dynamically-generated zone instances that PvE has.Obviously you've never been to Cyrodiil.dimensional wrote: »You guys act like there aren't already zone instances with player caps. This won't affect performance.
dimensional wrote: »You guys act like there aren't already zone instances with player caps. This won't affect performance.
Obviously you've never been to Cyrodiil.