I outleveled the content the entiere duration of my leveling at release of the game. Not by one or two level, but by 7 to 10 lvl. Simply because I was doing ALL the quest, and doing Dungeons, or Cyrodill activities with my guild at the same time. I never grinded, but my quest where always grey, unchallenging, and un-rewarding. And that was NOT fun. Yet, I wanted to know the story.
ESO should have been factionless, open, and levelless since its release. Better too late than never!
What? There's going to be exactly the same demand for lower level mats as there is now. A level 10 character is still going to get the same gear drops that they get now, except that now they won't get drops that may be a few levels in the wrong direction.Conquistador wrote: »People never think of the economic repercussions of doing something like this. If you battle level everything in the game, everything obtained and used to aid you in leveling now becomes even more worthless than it is now. No longer will you need to buy iron ingots, steel ingots and so forth to build gear. Some players have a lot of gold and it does not matter to them. The only way people will be able to earn gold and keep the economy going is by getting to level 50 and making gold gear. Therefore, only top tier materials will be in demand. Everything under that will be scarce and worthless since quest items from new DLC areas are BOP and FREE.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
MasterSpatula wrote: »Progression and leveling are outdated features in a MMO nowadays. [snip
ESO should have been factionless, open, and levelless since its release. Better too late than never!
@Elloa, you're literally talking about everything I care about, everything that I play for. Progression and that sense of growth is why I'm here. Progression of my character. Progression of the storyline (which does require a certain amount of linear progression.). A sense of import and meaning to my choices (including my choice of Alliance).
You don't like any of that. That's fine. It's a great big world full of plenty of things for everyone.
Only it's not, because damn near everything is already aimed at people who want what you want. And yet, one of the few times someone gives me what I'm looking for just has to be taken away.
"In general, higher level players will be the same “level" as lower level players, but they will have far more tools in their arsenal: better gear, more abilities, and of course more Champion points."
One Tamriel will not make all the world level 50, it will now level you down as well as up depending on the zones level. At least that I what it sounds like to me.
Catches_the_Sun wrote: »I'm going to make a prediction. At some point in the future, you won't choose an Alliance at character creation. Only those players who wish to participate in Cyrodiil will choose their Alliance in the Alliance War screen and can change with the same restrictions that they can currently change their campaigns. "One Tamriel" is a move in this direction.
That's actually what I proposed in the Beta, to allow players more freedom and the possibility to involve themselves or not in the Cyrodiil war. It actually make a lot more sense, to actively pledge your allegience to a faction than the system we have now.
This would be a great move in the right direction, in my opinion.
Yeah, this is basically like it is resolved in EVE online - there is faction war, but it is separated from the rest as in a different game mode. As long as one is not joining into faction war, it is an open world, where you can visit and live in all of the empire factions as long as your reputation there is not too bad. Whereas if you join faction war, you are no longer welcome in the opposing empires, but hunted down by their navy (and other faction war players of course). This feels a bit weird, as joining faction war is a bit like joining into a parallel universe, where different rules apply, even you are in the same universe with all other players - still it works well, if you can ignore the fact, that different rules apply dependent on your faction war status.
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.
A battle leveled level 20 character has the exact same stats as a level 49 character, thus those attributes points just became worthless. Skill points don't matter, you need only one DPS skill and one healing skill on your bar to complete all of the leveling content.
You do not need level 50 stats to complete any of the leveling content - if you did, the game would be broken from the get-go for new players as everything is now on the same linear scaled difficulty.
And no, you do not "outlevel" the content - not unless you grind rather than quest.
Source: 8 max level characters leveled up by questing.
A successful game design leaves higher level areas in the game to serve as carrots to keep playing, and also to add danger to the game world. The character progression removing aspect of "One Tamriel" is the opposite of successful game design.