No, I wouldn't do that for a number of reasons:Callous2208 wrote: »I don't disagree with your reasoning, but I would suggest just using the template from the new zones and scale everyone up. Maybe after the starter areas, once people have a few skills to play around with, go straight Wrothgar or Hew's Bane mode.
So you are speaking for all higher level players? Because you and some of your friends who think/play like you wouldn't want or use it then no one else would?Callous2208 wrote: »I just don't see many people voluntarily scaling themselves down for the fun of it in these zones they've already completed. If people are hunting generals, they want to wipe that dolmen as quick as possible and move on, they're not gonna scale down and "enjoy" that low level anchor
Until someone comes up with something better and the game and how people see it changes.Callous2208 wrote: »It just is what it is.
And this is optional and opens up more chances for people to play together or feel challenged when they are over-leveled.Giles.floydub17_ESO wrote: »Zos has already said they do not like leveling us lower hence manning us weaker.
Well, the answers to your comment are in the original post. I won't retype it all. It's right there to read. The solution I offered covers all base-game zones from starter islands to Craglorn, it includes new repeatable content, and it helps those who are over-leveled and bored as well as those playing with friends who are much lower level.It is kind of pointless and a waste of space for all of the original zones. I mean come on, who here really goes to these zones to actually do stuff any more? Besides just skimming through them looking for skyshards.
There really is no point other than that.
If you did the scaling system for all zones, it would be much more enjoyable. I would love to go and finish all the old quests if it were actually a challenge for my toon again.
Not really, I even gave you smilies. Your opinion is your own and I'm not here to change it, but to respond the issues raised by it so that others who have similar concerns can have more to think about. If you took offense to my reply, someone is being a wee bit sensitive. You said what people would/wouldn't do, so who else would I think you based your opinions on but yourself and your friends? In any case, thanks for taking the time to reply and share your thoughts.Callous2208 wrote: »Kinda defensive today, aren't we tiny. I believe none of my comments were stated as fact, so you can drop your whole "because you and your friends think this way bs." You show me some clear evidence that a good deal of people would voluntarily downscale themselves for "fun with friends and challenge," and perhaps my opinion would change. I just think it would be a wasted option. Wouldn't hurt I suppose, since it is optional, but I can't see this ever going in as an option. It would be forced downscaling or not at all.
And it's boring for many players who tip toe around low level dolmens, so getting to really fight rather than just tag the boss once with a light attack would be a nice option. Higher level players who don't want to scale will behave the same way they do now, but, it's different when you *know* you could be nicer and choose to blow through the anchor with lowbies getting mad at you.vyndral13preub18_ESO wrote: »But as to a couple of your points, making it a toggle wont fix the problems with dolmans. Those higher levels that care are already gentle when others are at the dolmans. Those that dont care wont toggle it on anyway.
How easy or hard it is varies from player to player. And some people really do enjoy running together and not having their friend nuke everything.vyndral13preub18_ESO wrote: »And second the game is fairly easy solo. So just grouping up with one person makes the content something just there to make you press some buttons inbetween the story bits. So to me it really doesnt matter what level the second character in the group is, just having one makes most of the content way to easy.
Guild Wars 2 does this, and it work very well. Let's veteran players play/help new players and gives a reason to go back to lower level zones.
New and future MMOs should have this as a requirement. If there is an argument against it, I can't imagine what it would be.
Hey @ZOS. Could you please give us the option to scale our characters DOWN to the zone? If my character is above the highest acceptable level for the zone, scale the character down so they are viable in that zone.
So, let's take the Daggerfall Covenant zones:
Since the point at which players "outlevel" mobs is 5 levels, players should be scaled down to one level above the highest level for the zone, so that would be:
Betnikh: 6
Glenumbra: 16
Stormhaven: 24
Ravenspire: 31
Alik'r Desert: 38
Bangkorai: 44
If a character is above those levels, the character should get scaled down to the highest level for the zone +1. They should also receive XP that is appropriate for that level. If a Vet 4 Daggerfall Covenant player visits Stormhaven, they should be scaled to level 24. It takes 31,000 XP to attain level 25. If a player who is actually level 24 receives 155 XP (0.5%) for killing a mob, the Vet 4 should receive the same 155XP (0.0155% of 1 million). Scaled dungeons should continue to work as they currently are.
This way, the VR4 player CAN just grind 6,512 mobs in Stormhaven if they really WANT to do that but it would be more beneficial to them to move on to a higher level zone.
This scaling should be associated with the Battle Level toggle so players could be allowed to turn battle level off and they will not be scaled, and will not receive XP for killing mobs too far beneath their level, just like it is now. This would make this whole mechanic an optional feature of ESO so players can play the game in the way THEY want to play it.
Additionally, if the Battle Level is toggled off, Mobs that are more than 10 levels below a character's level should just completely ignore the player unless the player agros them. (Idea is courtesy of @Psychobunni!)
So a player could visit a zone and explore without needing to fight off mobs or they could go through and lay waste as an overpowered beast of a warrior, or they could go in and be given a little bit of a challenge but would still feel powerful.
This scaling would keep older zones more viable for continuous play. Players can grind mobs and gain experience wherever they see fit.
Thoughts? What are the reasons this would be a bad thing?
Yes, mixed teams on dolmen are iffy. But that's a "d'oh" thing... and not an issue seeing how dolmen respawn anyhow. Or if the higher player is considerate and restrains themselves, letting the lowbies get in some hits first, then flattening the mobs themselves.tinythinker wrote: »- dolmens at lower levels being blown away by high level players before low levels even get a hit in
- leveling so fast that you get bored with the content
- having a friend who is too high level to adventure with because they get bored or blow everything away
- people who on PTS are realizing that they have been scaled up a lot by getting additional Champion ranks and finding the content they were on too easy
- people who will, after DB launches, realize the same thing about their main or an alt who hits level 50 and suddenly has a ton of CP to spend
I hunt generals in cyrodil. Its challenging enough, especially when you get ganked while focusing on the dolmen... the other regions dolmens, I just want to clear as quick as possible, since they won't drop anything useful for me anyways. And always feel sort of vexed when a general pops up, for the "wasted" chance at general drops, which would then be useless due to lower V-rankyness.tinythinker wrote: »The pros to this idea and method of implementation are:
- have fun doing content way under your level like hunting generals at dolmens or helping out/questing with lower level friends/guildies/strangers without being bored or annoying lower level players by being stupidly OP
- have fun and challenge and get decent xp for completing content for which you may be way over-leveled for a variety of reasons
- go through Cadwell's zones in any order and find them all challenging while still letting those zones have a scaled progression of challenge for new players
- no immersion-breaking pop-up notifications or requests asking if you wanted to be scaled down when entering a low level zone (*yay* toggle!)
- can turn it off if you need to over-level something or just like being OP in lower level zones (*yay* toggle!)
- enjoy more zones again because the repeatable quests, the delves, etc, are no longer a complete faceroll
- oh did I say repeatable quests like the ones that they offer in Wrothgar? Yeah they could add those now to base zones with this scaling to make them fun again
QuebraRegra wrote: »my prob with going backward, is that the loot would still be worthless... Might be more advantageous to scale everyone up?
Not the same kinda game, but DEAD ISLAND had the best solution I have seen for coop... Each player sees the enemy at their own level, when cooping. Damage is calculated by a percentage scale which is governed by XP.
TheShadowScout wrote: »Cadwells zones... could use a "battle levelling" feature instead. Just make them like wrothgar, no new mechanic needed. At all. After all, they will not be needed to get a characer from V1 to V10/12/14... so just make them all 50(160cp) and add battle levelling, solving ALl the level problems in there.
All that considered, I really disliked downscaling in every game where I encountered it. Doubly so in those where the random loot drops were also downscaled. Never found it "fun" to loose some of my earned prowess, and always tried to get through those parts as quickly as possible.
Still... if such a feature was on a toggle, I could just disable it, and it wouldn't affect me in any way...
But be that as it may, I cannot help but wonder if it would be a good idea for them to spend their limited and valuable coding time on a feature like this, when there are soo many other things WAY more likely to increase my ESO fun!
Heh, was in a hurry earlier, didn't take time for my "Didn't @Gidorick already post this idea?" check.I completely agree!
From http://forums.elderscrollsonline.com/en/discussion/176972/add-the-option-to-scale-characters-down-to-older-zones-please-d/p1 posted June 2015
tinythinker wrote: »And this is optional and opens up more chances for people to play together or feel challenged when they are over-leveled.Giles.floydub17_ESO wrote: »Zos has already said they do not like leveling us lower hence manning us weaker.Well, the answers to your comment are in the original post. I won't retype it all. It's right there to read. The solution I offered covers all base-game zones from starter islands to Craglorn, it includes new repeatable content, and it helps those who are over-leveled and bored as well as those playing with friends who are much lower level.It is kind of pointless and a waste of space for all of the original zones. I mean come on, who here really goes to these zones to actually do stuff any more? Besides just skimming through them looking for skyshards.
There really is no point other than that.
If you did the scaling system for all zones, it would be much more enjoyable. I would love to go and finish all the old quests if it were actually a challenge for my toon again.
WalkingLegacy wrote: »Hate it in GW2 and will hate it if implemented here.
WalkingLegacy wrote: »Hate it in GW2 and will hate it if implemented here.
Why @WalkingLegacy ?
I've never played GW2 so I'm curious what's wrong with the feature.
Solid_Metal wrote: »WalkingLegacy wrote: »Hate it in GW2 and will hate it if implemented here.
Why @WalkingLegacy ?
I've never played GW2 so I'm curious what's wrong with the feature.
simply you cant feel any progress within your character, because it'll be consistenly getting scale down on that area (at least thats how i feel)
this actually and awesome idea, but only implement it on VR area on other faction land, scale it down base on that zone thus you can play with other players from that original faction without the need creating seperate instance for that zone that only for VR leveling
With the recent announcement of the changes coming to Cadwell’s Silver and Gold (pretty much they are going to be leveled to 50) there is an opportunity with Tamriel. I am hoping ZOS will implement the following changes to open up end-game PVE for all players:If these three things were added to ESO, we would see level 1-50 players play in their own zones separate from veteran players and the veterans would play in a completely shared Tamriel with the option to join and scale to their non-vet friends if they so desired.
- Implement Veteran Alliance Zones: Once a player gains access to Cadwell’s Silver and Gold their home alliance should ALSO be scaled up. Functionally, players should gain access to a NEW version of their home alliance zones. These zones should be scaled to level 50 and should be separated from the 1-50 pre-end-game players. However, all the player’s achievements and progressions should carry over. This would allow players to play through older quests and clear out zones they haven’t completely finished without compromising their CP gains.
- Bring EVERYONE together: Once a player reaches end game ALL veteran players should be playing in the game zones. The fact that all zones would be leveled to level 50 would mean there would be no leveling issues.
- Master Leveling: Players should then also have the opportunity to join and level to other players in the older, lower level zones, irrespective of their level. Master Leveling should be a toggle all players have access to similar to Battle Leveling. Instead of leveling a player to the zone, Master Leveling levels a player to the leader of their group. This can be utilized by all players at any time and can level the player up or down. Any player who wishes to group across the Veteran threshold of level 50 should be required to have Master Leveling activated. Once they group, they should then only be allowed to "travel to leader". Players who has Master Leveling enabled should no be able to traveled to. Once the player leaves the group, they are returned to their home instance of the zone they are in via wayshrine travel.
Thoughts?
Definitely agree with that! I'm sure I've mentioned it a few times tooThe more posts the better I say tinythinker !!
Right, but in my OP the key element is that it can be toggled on/off. It's not forced. So as I mentioned at the top if you want to play like you do now in lower level zones, then you can, or if you need to swap back and forth, it's easy. Pop it on or off at will.Solid_Metal wrote: »maybe you are right with the "You will be stronger than a true lvl 15 for example. ", but still sometimes we need to go to lower level area, and these mobs still agresive to all players, as a level let say 50, you should can 1 hit that annoying mob, but because of the scale down, you can't
and yes, its annoying and i';m not feeling stronger in my time playing in it
as i said, the concept is good, but need a correct implementation, and GW2 imo not
Well, the on/off toggle I suggested is manual, if that's what you mean, and having it read the zone and give a fixed scaling would be easiest to implement, but sure, it could also read the zone and give a range, like being a lower than recommended, being right at recommended, and being a little over recommended, if that's what you mean. And yeah even in the original version of this from another thread I always had loot scaling to true level, which would include those sets that never got the update to max level treatment, so that you could go back and get it now at CR160 or whatever the gear cap would be at the time.bloodenragedb14_ESO wrote: »How about a system where you can scale your level and stats down manually
there are a few mmo's i know of that do this, you right click your character, open the mentoring system, lower your level to the zone you are in, or slightly over if you want it to be easy but not too easy, or vice versa hard but not to hard with lower level
honestly this would make things oodles better, i WANT to be able to explore the entirty of tamriel without having to wonder if im going to one shot everything in the area i just wandered into
Loot, well as cyrodiil proves, you can scale loot to a player's level true level no matter the scaleing, just implement that everywhere
make half the harvesting nodes EVERYWHERE scale to your level
this would make it feel more like a elder scrolls game than a mmo, which i want for this game, the more TES it is, the less MMO it is, the better