Criticim: RPing as loyal to your alliance makes no sense if you can go anywhere.
Response: You already can go anywhere once you are lvl 50. Pretend you're still RPing in Cadwell's Slver/Gold or just don't go to those zones early. You can choose to level exactly the way you did previously.
Criticism: Battle leveling the world removes the challenge.
Response: If you complete all quest content in the first two zones, you end up being outleveled for the entire rest of the base game's content if you don't skip anything. The most challenging content in the base game then becomes the solo Mage's and Fighter's guild quests, which are scaled to your level. For most players this change will make the game more challenging, not less, and most importantly it removes the outleveling penatly players face for participating in dlc, pvp, or group content while also playing the main zones. Now you'll be able to advance in all of the guilds simultaniously, do as much or as little of your home alliance's content as you want, gain xp boosts from random dungeons and playing pvp, and never have to worry about outleveling the rest of the content you haven't done yet.
Criticism: Battle leveling and freedom to travel everywhere removes the sense of progression and makes the idea of leveling pointless.
Response: A battle leveled level 20 character has fewer attribute and skill points than a level 50 character. They also don't have access to endgame gear. This does make lower level characters more limited and less powerful than their endgame counterparts. So there are still good reasons to want your character to get to higher levels. And as I said before, you don't have to go to other alliance zones or skip ahead if you don't want to. The game will provide the same kind of progression it would now if you played through all the zones on level, which usually doesn't even happen because you outlevel the content so fast now, especially if you take detours.
Criticism: Quest continuity will be broken if you skip to later areas.
Response: If you're doing the story for the first time and want to actually follow it carefully, don't skip ahead. If you've done it before, it likely won't matter, but if it does...don't skip ahead. Just because the option exists doesn't mean you have to take it.
Criticism: This change was not needed or requested. Don't fix what isn't broken.
Response: Battle leveling the dlcs was not a path ZOS originally had in mind when the game released in 2014. It was an experiment that was very well received by the community, and only really since the beginning of 2016 did ZOS officially decide to make all future dlcs battle leveled. It is because of this strategy of making dlcs immediately playable by new players, instead of using them as an endgame-only continuation (like a Wow level 80-100 expansion), that required consideration of battle leveling the base game. Anyone who has thought about leveling up a character while also playing through new dlc content has had to wrestle with the outleveling penalty. As more dlcs come out, the problem would get worse with every new release. One Tamriel opens the way for players to jump into the game fresh, hit the new exciting dlc content immediately, and then be able to go into the base game story without being outleveled. It incentivizes friends and guild mates to quest with lower level players because xp and loot will be appropriate to the character. This also should mean that the various underleveled sets we all wish were max will be available at max cp finally.
Criticism: This news only effects casuals, altaholics, and new players. I feel left out!
Response: We don't know yet what the remainder of 2016 has in store. We may hear more from Quakecon in August. Sure, we would have liked to get that info now, but if ZOS wants to save something for Quakecon, that's understandable. If you think about it, E3 is probably the better place to make an announcement that would be targeted at bringing new players in, while Quakecon makes more sense for the current community. And don't forget, if people are more apt to invite new players to play with them, or if more people decide to pick up the game because of the greater sense of freedom One Tamriel provides, that will mean an increased player base size and income for ZOS, which is good for all of us because it gives them more power to make more content. So even if it doesn't directly effect endgamers, it ensures more future endgame content.
Thank you ZOS for One Tamriel! It was the smartest move you could make to futureproof the base game from the many future dlcs we're sure to see in the years to come.
[Edited for typos]
Edited by dpencil on June 13, 2016 7:44PM