myrrrorb14_ESO wrote: »Keep the zones up to Cold harbor then scale them up.
Would also like the ability the tweak the battle level to make it harder.
The Uninvited wrote: »
The Uninvited wrote: »
The veteran level cap was not always v 16, and the discussion of removal of veteran ranks took place before they upped the level cap to 16 and decreased exp required to level up in veteran ranks. The chances of them removing them are pretty much 0.
I think they should leave the 1-50 zones like they are, they provide a good tutorial for learning the game and a solid introduction to the story and lore of Tamriel in this timeframe.
However, I think it would be great if after finishing Coldharbour all zones worked like Orsinium going forward, including a separate instance of your home faction & Coldharbour for vets only. This would mean that after "beating the game" the entire surface of Tamriel would be open to quest/grind/farm however you see fit.
b92303008rwb17_ESO wrote: »IMO, there are two two good models that ZOS can learn something from.
First, in GW2 every zone scales to your level and it makes going back and play in old zones possible and meaningful. Second, in TSW most quests are re-doable. I myself really enjoy going back and doing some of the interesting quests.
There are so many beautiful landscapes and interesting NPCs and quests in those old zones and I am sure ZOS has put a awful lot of efforts making them. It's such a waste in both ways that we just visit them once and leave them all behind and all those efforts and resources put in there are made a one time use thing.
I can imagine that making zones scale to players or quests re-doable is a lot of work and there are definitely going to be crazy bugs everywhere. But it's best if ZOS at least starts to think about adding some new elements or systems such as the long-waited enforcer system to the old zones.
You gave 2 very clear examples of what ESO learned NOT to do. If each zone's dungeon were scaled and repeatable, "rushin's" would flood in and spoil those dungeons for those more "hardcore" gamers that take advantage of all of the materials (books, dialogue, resources...) provided in dungeons... By visiting them only once, one is discouraged from "rushin'" through content...
I really love flexibility in a game: Allow players to play the game the way they want, play with who they want, regardless of level difference, and always have content relevant and not obselete.