DaveMoeDee wrote: »How many TES games had scaling like that?
How many ES games were MMOs?
Why don't we all stay at level 1 and just get battle levelled to everything.
Forget removing veteran ranks, remove them all!
This is a complete non issue. Just do quests, level up, go to the next zone.
DaveMoeDee wrote: »DaveMoeDee wrote: »How many TES games had scaling like that?
How many ES games were MMOs?
None. But you are the one who seems to want to make ESO more 'TES friendly'. I am fine with it the way it is.
If we want to make it really TES friendly, should we make the combat clunky, the quests uninspired, and every player incredibly OP?
Why don't we all stay at level 1 and just get battle levelled to everything.
Forget removing veteran ranks, remove them all!
This is a complete non issue. Just do quests, level up, go to the next zone.
That hurt my head a little.
It would probably be faster to get rid of levels completely and just put a shiny gold star next to everyone's name.
Then we're all the same except for the sparkle effects we grinded or paid for to make ourselves look different.
The single-player games had skill-based leveling. Here we have experience-based leveling and skills based on a combination of experience and points. Fundamentally different.
You can go to your last zone level and have enemies dodge all your attacks. There's nothing stopping you from exploring, though. Run around. Explore. Die a lot. Still more fun than adopting a nebulous advancement system that just emphasizes how there's still no real endgame content. Same *** different zone.
Well rather than cater for people who dislike how MMOs work, why don't we just concentrate on the ones who like it, and let the ones who don't move on to another game.
Same applied to this "forced to group" crowd. It's a multiplayer game. None of my irl friends play it. So I got on the mix and talked to random people. Now I'm in aguikd and run with people daily.
With this idea, it would reduce the point oflevelling VASTLY, storyline wouldn't make sense if you were jumping from one place to the next, certain zones would be overcrowded due to people hitting up the same grind spots.
This wouldn't work. The way it is now, does.
DovresMalven wrote: »Sounds perfect! lol
willymchilybily wrote: »Questions
how would this affect grouping between characters of different levels?
Couldn't this open up abuse for bot farming resources in a zone far higher than their level?
Could this conflict with existing in game triggers?
I'm not particularly against the suggestion, I would assume one would turn it on and off as they pleased, but I think there would be ramifications for minimal gain. I start in an area where resources are suitable for crafting for my level, mobs have abilities suitable for my level/minimal skill set (don't cc in starting zones, mostly melee npcs).
not to mention a coding overhaul potentially risk of more bugs and dev team resources working on old content instead of new
willymchilybily wrote: »Questions
how would this affect grouping between characters of different levels?
Couldn't this open up abuse for bot farming resources in a zone far higher than their level?
Could this conflict with existing in game triggers?
I'm not particularly against the suggestion, I would assume one would turn it on and off as they pleased, but I think there would be ramifications for minimal gain. I start in an area where resources are suitable for crafting for my level, mobs have abilities suitable for my level/minimal skill set (don't cc in starting zones, mostly melee npcs).
not to mention a coding overhaul potentially risk of more bugs and dev team resources working on old content instead of new
OblivionDaveMoeDee wrote: »How many TES games had scaling like that?
I like the idea of being able to battle level DOWN so that we can do lower level areas again without being too OP. But scaling upwards I don't like. Then it would seem like leveling is pointless.
How about 'battle leveling' to group leader in a zone/instance and allow others to do certain quests with multiple people?
I like the idea of being able to battle level DOWN so that we can do lower level areas again without being too OP. But scaling upwards I don't like. Then it would seem like leveling is pointless.
Leveling DOWN is a good idea, though, and we have examples of this in other games. Off the top of my head Rift's mentoring system lets you downlevel to someone in your group and retain all your skills and most of your gear/level stats but scales them down to be on par with that level's skills (slightly higher if you're well built/good gear).
FFXIV lets you scale down to the dungeon's level so you can tackle the dungeon at the level it was intended to be played. Gear and stats are scaled down like in the Rift example, though skills are restricted to only being usable if they were usable in that level range (dungeon level +3 is the limit).
In both examples you continue to gain experience (at a lower rate obviously) and can progress, but it makes playing with lower level friends and guildmates a reality.