Zone Level Scaling (Like guild Wars 2)

firemender
firemender
Soul Shriven
Is it possible that in the future the zones could have level scaling in them so that high end players can revisit low level zones and it be fun and challenging? I.E A LvL 50 character goes to a level 10 zone and his attributes are scaled down in the zone making it fun doing the content that he/she missed along the way. this would make the group content more fun without forcing people to make new characters when they get a friend to play while still gaining progress with champion points..
  • WalkingLegacy
    WalkingLegacy
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    I hope to hell not.
  • susmitds
    susmitds
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    Cadwell Silver and Gold exist for this sole purpose.
  • Callous2208
    Callous2208
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    I hope to hell not.

    Agreed. I hated GW2's downscaling system with a burning passion.
  • Taisynn
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    I would love this so going back to areas I haven't done would be challenging again - but due to their low levels it isn't even fun.

    And not only that, but going back for collectables or achievements is impossible since they only drop from xp-earning monsters.

    With all the DLC and PVP, it's easy to out level everything before you finish the main story.
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  • WalkingLegacy
    WalkingLegacy
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    I hope to hell not.

    Agreed. I hated GW2's downscaling system with a burning passion.

    Agreed. It's one of my top reasons I quit playing it. I understand why GW2 has it, and those zone boss battles were epic, I still couldn't get over it.

    And just like another thread here, I hate being V14 and level 15 mobs rush me like I'm free skooma.
  • firemender
    firemender
    Soul Shriven
    it would make the feel of the world more dynamic, i hate going back to a lower level zone because i missed a delve or something and 2 shot everything. it just isn't fun. i wanna experience a delve and other content as it should be experienced.
  • phairdon
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    Like the idea too, based on being able to complete anything missed & get xp for your time. My veteran level Templar is over leveled by at least 4 levels, making the leveling process a real grind at the moment, level scaling would be of great benefit.
    Doubt the feature will make an appearance is this game though.
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  • Seraseth
    Seraseth
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    I like the idea if it's optional. Like eq2 and I believe rift both have the ability to temporarily lower your own level. I hated the forced down level in GW2.

    I did a few delves when I was past their level due to leveling too quickly, and they felt pointless, no xp, and no loot.

    The ability to set your level down so you can do whatever part you might have missed or skipped at the appropriate level would be very useful.

    Just not forced.

    And just like another thread here, I hate being V14 and level 15 mobs rush me like I'm free skooma.

    And this, I hate when mobs who are so far beneath you still have full aggro. At a certain level difference they should just ignore you, or at least reduce the radius so you practically have to step on them.
  • phobossion
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    Yes please! First of all, TES games were always based on free exploration, the later ones with level scaling built into the base game. Second, as someone who likes to complete ALL of the content in order AND loves doing dungeons daily, I am currently going through level 16 zone as level 23, making all the quest rewards utterly useless, not even speaking about mobs being little more than a nuisance...

    I can't really see why people would oppose this
  • nimander99
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    I hope to hell not.

    It's happening though not like like GW2's down scale. Every zone in Tamriel will scale to max CP Cap and be handled exactly as our current DLC's play. And the entire game world will scale every time the CP Cap is increased.
    Edited by nimander99 on May 12, 2016 1:09AM
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  • KonradK77
    KonradK77
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    One of the reasons I quit gw2.
  • MasterSpatula
    MasterSpatula
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    phobossion wrote: »
    Yes please! First of all, TES games were always based on free exploration, the later ones with level scaling built into the base game. Second, as someone who likes to complete ALL of the content in order AND loves doing dungeons daily, I am currently going through level 16 zone as level 23, making all the quest rewards utterly useless, not even speaking about mobs being little more than a nuisance...

    I can't really see why people would oppose this

    Because if I'm level 23 and level 16 mobs are scaled up or I'm scaled down so they're just as hard for me as level 23 mobs, then leveling means not one blessed thing. Nothing. Zip. Zilch. Nada.

    If you never outlevel anything, then leveling is meaningless. Pointless.

    I quit and uninstalled SWTOR over this.

    Were you an Oblivion player at release? Were you on the official forums? If so, you'll remember the pages and pages of outcries over scaling. Why? Because it is bad. When the enemies level right up with you (or you get scaled to them), you might as well not be leveling. Your progression means nothing. Your growth means nothing. You might as well be playing a FPS, because you sure aren't playing an RPG. There's a reason there are so many mods to affect the scaling.

    In Morrowind, sure, you have "free exploration," but if you wander Solthsheim or the Grazelands right after getting off the boat at Seyda Need, you're going to die a grisly death. Why? Because you're not ready. "You're green, outlander. Bittergreen green," says Caius Cossades. But you grow. You learn. You adapt. And soon, you reach a point where if you step into the cave across from the Seyda Need silt strider, you wipe the floor with enemies that were a challenge when you first started.

    Because it's an RPG. That happens in RPGs.

    Please don't take my sense of growth from me. Yeah, I hate that the least viable areas in the game at Vet levels are the home zones, but turning VR16s/CP160s into level 45s when they set foot in those zones is not the answer.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Drelkag
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    Would love this only if it's optional.
    @drelkag on the NA server
  • Elsonso
    Elsonso
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    firemender wrote: »
    Is it possible that in the future the zones could have level scaling in them so that high end players can revisit low level zones and it be fun and challenging? I.E A LvL 50 character goes to a level 10 zone and his attributes are scaled down in the zone making it fun doing the content that he/she missed along the way. this would make the group content more fun without forcing people to make new characters when they get a friend to play while still gaining progress with champion points..

    I believe it was Rich that said he did not like "down scaling", so I don't think we have to worry about this.

    Still... What I really want is one world, with everyone in that world. No separate world for each alliance. That can only work with scaled zones. This way, natives and Cadwell people can be in the same zone and have the zone scaled to be appropriate for what they are doing there. I do admit that it is not easy to do that and have everything work seamlessly.

    The problem with scaled zones is that ZOS thinks that scaling resources nodes is too much of a good idea. While this is true for DLC zones, the base and Cadwell zones should have the same resources that they have today. I don't want a boring world where, everywhere I go, I get to farm one of two resources, one that matches my combat level and one that matches my investment in the skill.

    (That includes Potency runes)
    Edited by Elsonso on May 12, 2016 1:58AM
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    If scaling is in, it better be up scaling, like they do now.

    I would also point out that a leveled character scaled down in GW2 has to be pretty bad to find the content challenging even when scaled down.
  • WalkingLegacy
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    nimander99 wrote: »
    I hope to hell not.

    It's happening though not like like GW2's down scale. Every zone in Tamriel will scale to max CP Cap and be handled exactly as our current DLC's play. And the entire game world will scale every time the CP Cap is increased.

    I am okay with Upscaling. Not down scaling.

    Still takes away the feeling of gear progression but it is better than down scaling.
  • phairdon
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    With veteran ranks going, at least the problem is going to be solved in that regard.
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  • disintegr8
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    I liked the fact that Cadwels silver and gold allowed me to redo those contents at a higher level with my other faction alts. Otherwise I have no desire to revisit those lower levels unless I am farming for stuff.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • DannyLV702
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    I kinda agree. I never really enjoyed "exploring" when I first started the game because I knew that everything I ran into would cause me to outlevel the area. There is no such thing as taking your time and exploring your starting area
  • Turbotailz
    Turbotailz
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    I'm not a big fan of level scaling for zones because when I become a high level. I want to dominate those low level mobs that beat the crap out of me. Payback time baby!
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  • firemender
    firemender
    Soul Shriven
    my train of thought. a zombie in a level 5 zone should do as much damage as the zombie in the level 50 zone. it breaks my immersion and makes the world feel disconnected. as for gear progression and level progression i understand but gear stats will affect you even scaled down giving you an edge in the lower zones. i honestly do not see any other reasons on this being bad other than "i can't two shot the world boss of the starting zone". when i think of a boss i think of a challenge. when i see a big bad dude i expect a fight, not one hit with a mace and him falling over cold dead. i want progression AND freedom of backtracking without losing the charm or difficulty of the lower end content.
  • Elsonso
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    firemender wrote: »
    my train of thought. a zombie in a level 5 zone should do as much damage as the zombie in the level 50 zone. it breaks my immersion and makes the world feel disconnected. as for gear progression and level progression i understand but gear stats will affect you even scaled down giving you an edge in the lower zones. i honestly do not see any other reasons on this being bad other than "i can't two shot the world boss of the starting zone". when i think of a boss i think of a challenge. when i see a big bad dude i expect a fight, not one hit with a mace and him falling over cold dead. i want progression AND freedom of backtracking without losing the charm or difficulty of the lower end content.

    There are a lot of reasons why this does not typically happen in games, and most of them related back to making the game more interesting and less boring.

    Making all zombies do the same damage means no progression for the zombies. A zombie is a zombie and is always a zombie. If the character progresses, then the zombie has to be limited to being where the character and zombie are roughly the same power. Outside of that range, no more zombies. Of course, they could have "lesser zombies" and other fancy names for zombies of different levels, and many games do this, including Oblivion. These are ways to extend the "life" of monsters as the character progresses.

    You could also turn that around and not have the character progress in power. This means that no matter how long the game is played, the character always puts out the same base damage. Gear would increase this, but not too much or the zombies would be very boring to kill. Gear would be more for "giving an edge" than dominating. Games like this need something other than character power progression to make them interesting. Collecting 'things' (objectives, titles, items, etc) would be how the character progressed.


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