Erickson9610 wrote: »Erickson9610 wrote: »DenverRalphy wrote: »You get an achievement for hitting a milestone, but leveling doesn't end there. One title with an achievement doesn't make it a staple or a tradition.Erickson9610 wrote: »There is an achievement for reaching Level 50 in The Elder Scrolls V: Skyrim, called "Master". That's likely why ESO's leveling system stops at 50.
Something happens when you reach Level 50 in both Skyrim and in ESO. That means it's a staple of the Elder Scrolls franchise.
Ah yes, the entire Elder Scrolls Franchise: ESO and SKyrim, nothing else.
I never said it was in all of the TES games. It started with Skyrim and probably will continue into future TES games.
You said it was a staple of the Elder scrolls franchise. Either you meant it was in all or most of the games, or you consider the franchise to be only skyrim and eso, like I said.
It is somewhat tedious to me, but in my case is because I have done it 32 times so far (along with all the skill line/skill/morph lvling, skyshard picking, dungeon skill point collecting etc.)
Said that I am going to call it self-inflicted so a poor reason IMO to ask for something to be removed or drastically reworked.
However I think the absolutely wild amount of crafting materials/recipes between lvl1 and CP160 could do with some streamlining (to put it mildly), more so when so much that we ask for is rejected because of 'database strain' yet we have the all of the following:
- Alchemy: 16 solvents between lvl1 and CP149 and associated 'recipes'.
- Blacksmithing: 9 ores and 9 ingots between lvl1 and CP149 and associated 'recipes'.
- Clothing: 9 raw and 9 refined materials between lvl1 and CP149 and associated 'recipes'.
- Jewellery: 4 dusts and 4 ounces between lvl1 and CP149 and associated 'recipes'.
- Provisioning: All 'base game' food recipes are tripled, inherited from pre-one tamriel times, making it hundreds of recipes between lvl1 and CP149.
- Enchanting: 30 runes between lvl1 and CP159 and a bewildering amount of 'recipes' due to the nature of the skill.
- Woodworking: 9 raw and 9 refined materials between lvl1 and CP149 and associated 'recipes'.
Particularly egregious to me is all the resources invested on CP1 to CP149 that will be experienced once per account.
Streamlining this into let's say one for lvl1 to 50 and one for CP1 to 149 would relieve a substantial amount of 'database strain' that could be used elsewhere.
Same with trait/style materials that still to this day 'drop' as 'dusts' or whatever the 1/10th is called for each.
We have heard time and time again that 'seemingly small things' have a huge impact on database strain, well, that above doesn't seem 'small' to me at all so it must impose a huge burden, disproportionate to how useful they are.
Erickson9610 wrote: »Erickson9610 wrote: »Erickson9610 wrote: »DenverRalphy wrote: »You get an achievement for hitting a milestone, but leveling doesn't end there. One title with an achievement doesn't make it a staple or a tradition.Erickson9610 wrote: »There is an achievement for reaching Level 50 in The Elder Scrolls V: Skyrim, called "Master". That's likely why ESO's leveling system stops at 50.
Something happens when you reach Level 50 in both Skyrim and in ESO. That means it's a staple of the Elder Scrolls franchise.
Ah yes, the entire Elder Scrolls Franchise: ESO and SKyrim, nothing else.
I never said it was in all of the TES games. It started with Skyrim and probably will continue into future TES games.
You said it was a staple of the Elder scrolls franchise. Either you meant it was in all or most of the games, or you consider the franchise to be only skyrim and eso, like I said.
No, I mean that it's a trend in at least 2 consecutive mainline games, and that means it could continue.
It's not in most of the games and the franchise has more than just ESO and Skyrim. But, I think something will happen at Level 50 in TES VI.
tomofhyrule wrote: »I must be weird, since I actually enjoy the 'new character levelling' process.
I get that there are a lot of people who just want to log in for the first time and get a max-level template so they can get into their game without the prepwork. But there are also people who see that prepwork as the game itself.
I make it a point to not assign CP until my characters reach 50. Until then, I just use the scavenged gear and do the simple stuff. It's fun to sometimes step back and play like it's the first time again. That's really why what I want most is to have a new Class - we've got all redone tutorial and starter zones, and I really really want an excuse to go back and experience it again with a completely fresh set of skills.
I personally would have no problem if they just made a PTS template purchaseable in the Crown Store for those people who hate all the levelling and just want to go in and play. However, I can see how that'd easily lead to "P2W!" complaints, and also goes against the idea of an MMO in trying to keep people coming back if they can just have a 3600 character with a button press (or a credit card swipe) and then never need to do anything again.
But the answer is definitely not "screw the new players, let's all be endgame instantly!"
allochthons wrote: »I agree with the folks saying that 1-50 is an extended tutorial. And a needed one. I was definitely still learning a LOT in the low hundreds CP on my first character. It also gates dungeons and trials, which is a good thing for new players.
Absolutely let experienced players buy a token for alts. That's reasonable. And continue to let them use their earned CP on their low level alts.
But this is an extremely complicated games, with intricate interlocking systems that have a loooooong learning curve. Making all content and all gear available to a new player on day 1 would be even more overwhelming than this game already is to new players.
But the comment on all the different levels of materials and recipes is right on. Get rid of those, please!
Bias alert: I keep a few <50 toons for running random normals, so I benefit from the current system.
DenverRalphy wrote: »After 1 Tamriel landed and Champion levels landed (was that simultaneous? so long I forget), levels 1-50 basically became a longer than normal tutorial.
And now it's being made even more irrelevant with the introduction of subclassing. New players are gonna just love the grind to 50, then instead of only having CP to worry about they're gonna have to simultaneously focus attention on leveling up another class skill or two.
It's going to become more difficult keeping new players motivated to stay the course.
As you need the XP anyway how does having the added accomplishment of levels hurt? You admit to needing to play/grind depending on personal preference anyway so taking away 1-50 does nothing but take away an added and easily seen sense of accomplishment.tamedbeast wrote: »And honestly, it creates friction for alt creation. Want to try a new build or subclass combo? Cool, you’re stuck grinding the same XP path again before you can even start building your real character. And since skill lines and morphs still require XP anyway, even without 1–50, you’d still have a natural sense of progression.
DenverRalphy wrote: »After 1 Tamriel landed and Champion levels landed (was that simultaneous? so long I forget), levels 1-50 basically became a longer than normal tutorial.
And now it's being made even more irrelevant with the introduction of subclassing. New players are gonna just love the grind to 50, then instead of only having CP to worry about they're gonna have to simultaneously focus attention on leveling up another class skill or two.
It's going to become more difficult keeping new players motivated to stay the course.
New players is exactly why the 1-50 levels need to remain. They provide a since of accomplishment and harder content becomes available as they level. At a certain level you get to join PvP, get your 2nd bar, gain access to progressively more difficult dungeons, undaunted quests and more. You get to assign attributes as you level and if you play the game instead of doing the dolman grind you start collecting the skill points you need.
New players have an advantage over existing players with the creation of subclassing because they can begin working on those alternate class skills as they are rising in rank. It can happen along with everything else. For established characters subclasses might mean having to go back and do stuff specifically for increasing the subclass making it feel more the grind.
New players are going to be fine.
SilverBride wrote: »tamedbeast wrote: »Maybe I'm missing something, but I feel like 1-50 is a pointless grind that should just be removed.
I hope that never happens! I absolutely love playing low level characters and take my time getting to level 50 whenever I start a new character. And I don't apply my CP until I reach 50.
DenverRalphy wrote: »After 1 Tamriel landed and Champion levels landed (was that simultaneous? so long I forget), levels 1-50 basically became a longer than normal tutorial.
And now it's being made even more irrelevant with the introduction of subclassing. New players are gonna just love the grind to 50, then instead of only having CP to worry about they're gonna have to simultaneously focus attention on leveling up another class skill or two.
It's going to become more difficult keeping new players motivated to stay the course.
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New players have an advantage over existing players with the creation of subclassing because they can begin working on those alternate class skills as they are rising in rank. It can happen along with everything else.
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DenverRalphy wrote: »DenverRalphy wrote: »After 1 Tamriel landed and Champion levels landed (was that simultaneous? so long I forget), levels 1-50 basically became a longer than normal tutorial.
And now it's being made even more irrelevant with the introduction of subclassing. New players are gonna just love the grind to 50, then instead of only having CP to worry about they're gonna have to simultaneously focus attention on leveling up another class skill or two.
It's going to become more difficult keeping new players motivated to stay the course.
<snip>
New players have an advantage over existing players with the creation of subclassing because they can begin working on those alternate class skills as they are rising in rank. It can happen along with everything else.
<snip>
Actually no, they can't. They first have to level a character to 50 to unlock the quest that enables subclassing. And then they will have to level the sub-class skill line to 50 at double the skillpoint cost, and at half the speed of the base class skill leveling speed. New players are starved for skillpoints as it is, so it will be another grind to get the skillpoints to pay the double skill point cost. And they have to do that on top of leaning into and learning the CP system.
I don't foresee new players enjoying that at all.
DenverRalphy wrote: »
Morrowind - Nope
Oblivion - Nope
Skyrim - There's a trophy for hitting 50 but still nope.
wolfie1.0. wrote: »why even have any grinding? why not jsut give everyone CP 3600 characters with infinite mats and access to ALL gear and resources?
wolfie1.0. wrote: »why even have any grinding? why not jsut give everyone CP 3600 characters with infinite mats and access to ALL gear and resources?
That's a start @wolfie1.0. but...ideally It'd be the most player-friendly if we didn't have to install or log in. Just have our characters send us TikTok video links of their adventures...
OP, I agree with you.
I have 12 CP characters all levelled through Dolmen's grind. I would like to create more characters if the level 1-50 grind wouldn't be there, but as it stands I am not incentivized to do so. I'm pushed away by hours of boredom before I can even start to really use the new character.
The thing is: right now, after grinding to level 50 you still have to go amass all the necessary skill points and scripts - I would very much enjoy farming skill points and such if I wouldn't be burned out by the time I get there.
"But you could take your time"... If I have an idea for a character and I want to experiment it I don't want to delay it by 20 playing hours. Vet players keep thousands of Transmutes just for that...
If level 1-50 can't be taken away, we should definitely have the possibility to buy/have a skip.