Reagents: if the dungeons scale then where do players get some of these reagents, if later cities are added to the 'no looting' zones?
As with everything, more options rather than less on how you play are always going to be better.
So you are saying that if you get a quest at, say, level 10, and actually go into the instance while you are still level 10, don't complete it, and come back to it later when you are level 20, that the instance will NOT scale and still be level 10?FishBreath wrote: »Doesn't the scaling only happen once when you visit an area? If you aren't able to complete it you can come back later over-leveled.
The way the patch notes description reads, the level is set upon "entering the instance", and a new "instance" is created each time you revisit an instanced area. If you leveled while in the instance, the scaling wouldn't be changed.FishBreath wrote: »Doesn't the scaling only happen once when you visit an area? If you aren't able to complete it you can come back later over-leveled.
I think I understand your concern, but I don't feel like that would make the situation any worse than it currently is (in the live game now) where the scaling doesn't exist yet. The same number of people would wait to over-level the instance if the scaling was optional as they do currently. And if they forced the scaling, I still don't see how that would help, since players of varying levels still couldn't group together without either having higher-level players face-roll the content (if the group leader was lower-level), or lower level players being useless (if the group leader was higher-level).If scaling is optional, a lot of players (dare I say a majority) wont be available for dungeon groups on level. They will solo at level cap instead, to get the achievement, skill points and story the easy way.
That's the argument for not allowing optional scaling I guess. Will be harder to find groups, for those that actually wants to do more challenging stuff on level.
Agreed. I suspect this change was only implemented because of things like Dolmens being ROFLstomped by level capped grinders.If scaling is optional, a lot of players (dare I say a majority) wont be available for dungeon groups on level. They will solo at level cap instead, to get the achievement, skill points and story the easy way.
That's the argument for not allowing optional scaling I guess. Will be harder to find groups, for those that actually wants to do more challenging stuff on level.
Yes, and as mentioned above, the way it is currently is bad. You ever tried using the LFG function? I've often spent 20 minutes trying to get a group together.I think I understand your concern, but I don't feel like that would make the situation any worse than it currently is (in the live game now) where the scaling doesn't exist yet. The same number of people would wait to over-level the instance if the scaling was optional as they do currently.
The problem of a mismatch between dungeon challenge and player skill will always exist though. It's impossible to always balance perfectly. Citing that problem as a reason not to scale and alleviate the lack of balance somewhat, is like justifying smoking because you could get hit by a bus tomorrow.And if they forced the scaling, I still don't see how that would help, since players of varying levels still couldn't group together without either having higher-level players face-roll the content (if the group leader was lower-level), or lower level players being useless (if the group leader was higher-level).
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
Arthur_Spoonfondle wrote: »Bad title to this thread. Level scaling does not NEED to be optional, you WANT it to be optional.
The problem of a mismatch between dungeon challenge and player skill will always exist though. It's impossible to always balance perfectly. Citing that problem as a reason not to scale and alleviate the lack of balance somewhat, is like justifying smoking because you could get hit by a bus tomorrow.
Given that it's a poll, the thread title should probably have a question mark next to it. Other than that, it's accurate.Arthur_Spoonfondle wrote: »Bad title to this thread. Level scaling does not NEED to be optional, you WANT it to be optional.
Arthur_Spoonfondle wrote: »Bad title to this thread. Level scaling does not NEED to be optional, you WANT it to be optional.
Wait, can you even get to Craglorn if you are not in the VR Instances that come during Caldwell's Quests?
For some people,"improvement" is not an option. Take a look at all the people in the other threads complaining that a physical limitation makes it far harder for them to complete stuff. Are you saying that ZOS should just forfeit that 5% (and I suspect it's far more than you think) of their subscription fees so the rest of the players can... what... "feel more elite" or something?Im pro casual rights, but people need to be willing to try and improve. If you cant do something 95% of people can do, then you need to re-asses how you approach it, maybe look up what to do, ask for advice. Just don't ask to have someone else do it for you, which is what allowing grouping does.
Excellent point. Since Craglorn is all group content, and not something that I expect to be able to complete with just myself and one other person with minimal skill, I have since already accepted Craglorn as something I'm not going to be able to participate much in with my partner, and I knew that was going to happen before I ever even suggested that we play together. That leaves Cadwell's Silver and Gold as the only endgame content we will be able to enjoy together. But OH WAIT, we won't be able to do that either, because the main quest is gated with forced solo (and soon to be forced level-scaled) quests that will be very difficult for my partner to complete on her own. Thanks for that, ZOS.The main reason is, in the regular game, you can find someone to help you with a tough boss or a nasty regular dungeon. In the Main Story and FG/MG, you are forced to be solo, so no way to get help with those. I feel that this will stop some people from playing the game after Coldharbor as they need to complete the main story to get to Caldwell's quests. Sure, some people can and will skip the MQ, then all they have is Craglorn to grind with.
I wasn't even aware this also applies to solo dungeons.
Now this is bad, since it might stop some people from completing quest lines.