Bigevilpeter wrote: »Traditional levels can't be abolished otherwise the early game would lose its purpose, but maybe once you hit 50 you can directly access endgame gear no need for cp 10-150 gear
UltimaJoe777 wrote: »Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
I agree, but they want people to be able to freely explore all of Tamriel from the get-go. That is why this is steering away from an MMORPG and becoming an MMOESG (Massively Multiplayer Online Elder Scrolls Game).
Holycannoli wrote: »UltimaJoe777 wrote: »Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
I agree, but they want people to be able to freely explore all of Tamriel from the get-go. That is why this is steering away from an MMORPG and becoming an MMOESG (Massively Multiplayer Online Elder Scrolls Game).
They can open the world all they want, just don't scale levels.
Open world = great
Level scaling = terrible
Here you get archetypes(4 classes)locked to one character(vestige), each vestige differs from the other vestiges(biggest difference-races)which leads into more diversity(big difference-Champion) in the onset but later less diversity(little difference-Champion Point)because the CP passives are tuned too high and allow too much global spending and things get super capped as a result.starkerealm wrote: »If you want a crazy ideag, here's one: do away with level prereqs for items.ESO should have been designed without traditional levels from the beginning. There are many more interesting ways to offer character progression than the tired WoW-like system.
Yeah, how dare AD&D copy WOW's leveling system. I bet they even stole the classes. There's nothing original about any of that. But, they're not the real offenders. How dare Diablo rip off WoW from the future. Does Blizzard have no shame!?
( ._.)
...right.
So, this may come as a surprise, but World of Warcraft was kinda innovative at the time, but it was still working within an existing Genre.
Also, having played MMOs that tried to strip out the level progression system entirely, the results are not that great. Unless there's literally no way to indicate progress, players will find a way to assess their relative power. Levels and CR make that convenient, but stripping them out is not a panacea.
EDIT: The worst possible outcome is gear based progression, in which case players are literally dependent on RNG in order to "level up." Which, quite frankly, *****. Again, this is coming from personal experience.
Battle Scaling is a horrible solution. It trivializes your progression and world immersion. What is the point of getting The Set Of Ultimate God if it is the same strength of cloth robe when in normal zones. There needs to be a farther pasture beyond the green one we lie in now. With a toggable sync down for veterans wanting to play with Newbies.UltimaJoe777 wrote: »Holycannoli wrote: »UltimaJoe777 wrote: »Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
I agree, but they want people to be able to freely explore all of Tamriel from the get-go. That is why this is steering away from an MMORPG and becoming an MMOESG (Massively Multiplayer Online Elder Scrolls Game).
They can open the world all they want, just don't scale levels.
Open world = great
Level scaling = terrible
And I'm all for that but then they will get people complaining that they cannot truly freely explore Tamriel because they are underleveled. As a veteran MMO player I actually appreciate venturing too deep too soon and being outclassed as a result, but this is The Elder Scrolls, and they don't want to roll like that...
Battle Scaling is a horrible solution. It trivializes your progression and world immersion. What is the point of getting The Set Of Ultimate God if it is the same strength of cloth robe when in normal zones. There needs to be a farther pasture beyond the green one we lie in now. With a toggable sync down for veterans wanting to play with Newbies.UltimaJoe777 wrote: »Holycannoli wrote: »UltimaJoe777 wrote: »Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
I agree, but they want people to be able to freely explore all of Tamriel from the get-go. That is why this is steering away from an MMORPG and becoming an MMOESG (Massively Multiplayer Online Elder Scrolls Game).
They can open the world all they want, just don't scale levels.
Open world = great
Level scaling = terrible
And I'm all for that but then they will get people complaining that they cannot truly freely explore Tamriel because they are underleveled. As a veteran MMO player I actually appreciate venturing too deep too soon and being outclassed as a result, but this is The Elder Scrolls, and they don't want to roll like that...
Battle-Synch is created to bring players together. But I say levels are created to tear players apart. This conundrum shall plaque the game until levels are nothing more than a figment of our imagination
I'd prefer crafting mats based upon location. One flora and fauna does not grow in another region and that region it does not grow in has it's own ecosphere. Perhaps crafting a specific reward system that grows and rewards you for exploring the outer reaches of Tamriel.So if you removed levels, then wouldn't that make crafting and other things that are pretty much 'level dependent' obsolete? So we'd eliminate all those crafting mats that are based upon levels, so suddenly everyone is wearing the same gear, same everything... NO THANKS. That is part of the fun of leveling... to see your character move forward, get another couple of SPs, gain more attributes, to craft another set of gear, etc. Take that away and suddenly you've taken most of the fun out of the game... which is why once you hit VR160 along with CP501... suddenly the game feels a little deflating because there really isn't any more "moving forward" progression anymore.
This is probably why I've started numerous alts and raised them to level 50, then eventually deleted and started over... the entire leveling experience is the funnest thing to do IMO.
UltimaJoe777 wrote: »Trust me if it goes any further south I'm going to ditch it before we hit Mexico.
Holycannoli wrote: »UltimaJoe777 wrote: »Trust me if it goes any further south I'm going to ditch it before we hit Mexico.
Exactly. I'm seriously considering it if they go through with this. I'm all for opening the word but level scaling is such a stupid idea for a MMORPG.
Maybe I'm just a traditionalist, but ESO used to be pretty traditional too which is probably one reason it appealed to me.
UltimaJoe777 wrote: »Holycannoli wrote: »UltimaJoe777 wrote: »Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
I agree, but they want people to be able to freely explore all of Tamriel from the get-go. That is why this is steering away from an MMORPG and becoming an MMOESG (Massively Multiplayer Online Elder Scrolls Game).
They can open the world all they want, just don't scale levels.
Open world = great
Level scaling = terrible
And I'm all for that but then they will get people complaining that they cannot truly freely explore Tamriel because they are underleveled. As a veteran MMO player I actually appreciate venturing too deep too soon and being outclassed as a result, but this is The Elder Scrolls, and they don't want to roll like that...
I think a leveled zone concept is fine. But there has to be varying states or levels within a zone.lordrichter wrote: »UltimaJoe777 wrote: »Holycannoli wrote: »UltimaJoe777 wrote: »Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
I agree, but they want people to be able to freely explore all of Tamriel from the get-go. That is why this is steering away from an MMORPG and becoming an MMOESG (Massively Multiplayer Online Elder Scrolls Game).
They can open the world all they want, just don't scale levels.
Open world = great
Level scaling = terrible
And I'm all for that but then they will get people complaining that they cannot truly freely explore Tamriel because they are underleveled. As a veteran MMO player I actually appreciate venturing too deep too soon and being outclassed as a result, but this is The Elder Scrolls, and they don't want to roll like that...
Yeah, it is not fair to say that "Elder Scrolls" does not want to roll like that.
I am all about Elder Scrolls and RPG. I would like to see ESO double down on both of those, and that does mean getting rid of the MMO leveled zone concept, familiar to any World of Warcraft player, and replacing it with a proper open world environment that is not unreasonably restricted by level or Alliance.
However, I am not in favor of universally scaled worlds like what they have done with the DLC.
I don't want to have the world be magically the same as me, no matter how much I progress or where I go. Never being able to get in over my head. Never being able to dominate the world. This is Oblivion (The Elder Scrolls 4) all over again. A player could play almost the entire game, from main quest to Shivering Isles, as a low level character. Only a few Daedric quests had minimum level requirements. In the words of the immortal Sheogorath, "BORING!".
This is, sadly, what I think One Tamriel has in store for us. Boring does not get me to spend for a monthly ESO Plus subscription. There are other games out there that have cheese, and if I am in another game, I would be too busy having fun there to come back just because they have some new DLC that can be beaten in a couple hours.
But, it is too early to turn off the lights, quite yet. They should have the option of presenting what they are actually working on.
As to the subject of the thread and whether they should eliminate levels. I am not so much interested in ditching the character level as I am ditching the character classes, but yes, I do think that if they take the Oblivion router, there will be little importance to levels.
I mean, go to Wrothgar and watch. That low level character over there kills the monsters just as handily as a level 50. It really does not matter what the character level is. It matters what the CHAMPION RANK is because that, and SKILL LEVEL, define the character in the DLC zones. Character level is irrelevant. They can *** the game design to eliminate it and replace those things that depend upon it with other mechanics.
Holycannoli wrote: »One Tamriel is already getting rid of levels, in a way. Level scaling each and every zone is really one of the worst ideas I've heard.
lordrichter wrote: »Yeah, it is not fair to say that "Elder Scrolls" does not want to roll like that.
I am all about Elder Scrolls and RPG. I would like to see ESO double down on both of those, and that does mean getting rid of the MMO leveled zone concept, familiar to any World of Warcraft player, and replacing it with a proper open world environment that is not unreasonably restricted by level or Alliance.
However, I am not in favor of universally scaled worlds like what they have done with the DLC.
I don't want to have the world be magically the same as me, no matter how much I progress or where I go. Never being able to get in over my head. Never being able to dominate the world. This is Oblivion (The Elder Scrolls 4) all over again. A player could play almost the entire game, from main quest to Shivering Isles, as a low level character. Only a few Daedric quests had minimum level requirements. In the words of the immortal Sheogorath, "BORING!".
This is, sadly, what I think One Tamriel has in store for us. Boring does not get me to spend for a monthly ESO Plus subscription. There are other games out there that have cheese, and if I am in another game, I would be too busy having fun there to come back just because they have some new DLC that can be beaten in a couple hours.
But, it is too early to turn off the lights, quite yet. They should have the option of presenting what they are actually working on.
As to the subject of the thread and whether they should eliminate levels. I am not so much interested in ditching the character level as I am ditching the character classes, but yes, I do think that if they take the Oblivion router, there will be little importance to levels.
I mean, go to Wrothgar and watch. That low level character over there kills the monsters just as handily as a level 50. It really does not matter what the character level is. It matters what the CHAMPION RANK is because that, and SKILL LEVEL, define the character in the DLC zones. Character level is irrelevant. They can tweak the game design to eliminate it and replace those things that depend upon it with other mechanics.
I think a leveled zone concept is fine. But there has to be varying states or levels within a zone.
Example:
Go to GrahtWood
The beginner enemies are CP 160 that you battle in the quest stories.
There are quest that bring you back later with enemies that are CP 180 or 200.
There are elder quest that bring you back and enemies are CP 501 and so on.
What the game needs is removal of levels, a nerfing/tuning of Champion, make gear as I said earlier. The classes are fine except that they are tied to one character equals one class. There should be more classes and class skill lines unlocked to one character.
ClassCrafting
And if levels got stripped and Champion got tuned/nerfed. That could open the door for the Oblivion way of leveling up in addition to the Champion System.
I proposed a version of it, it doesn't have to be like I show here. This how you handle progress without levels.
https://forums.elderscrollsonline.com/en/discussion/270882/mastery-point-concept
lordrichter wrote: »I am all about Elder Scrolls and RPG. I would like to see ESO double down on both of those, and that does mean getting rid of the MMO leveled zone concept, familiar to any World of Warcraft player, and replacing it with a proper open world environment that is not unreasonably restricted by level or Alliance.
Basically we are talking about the same want. Zones to stay relevant for more than the initial quest line through it. Battle Scaling is a bandaid solution though. The heart of an adventurer is not to go through a journey knowing the outcome and knowing that anything he encounters there will be no tougher than anywhere else.lordrichter wrote:So, just to be clear, there has to be some sort of "leveling" across the world in order for there to be a progression. I just feel that it should not be based on zones.
What I refer to as the "MMO leveled zone concept" is where each zone has a level range from X to Y and this applies to quests, monsters, treasures, resources, and everything else in the zone. Players enter the zone, consume the zone, and when they are done, they leave the zone, never to return. If a player exceeds level Y before they are done with the zone, they no longer get XP, loot, or whatever is in the zone because they are "over-level".
It is far far too late for ESO, but an Elder Scrolls open concept would have had challenges of all levels spread out all across the world, not restricted to zone ranges. Morrowind was much more like this and it would be cool if ESO had returned to this rather than going with the MMO zones.
What the game needs is removal of levels, a nerfing/tuning of Champion, make gear as I said earlier. The classes are fine except that they are tied to one character equals one class. There should be more classes and class skill lines unlocked to one character.
ClassCrafting
And if levels got stripped and Champion got tuned/nerfed. That could open the door for the Oblivion way of leveling up in addition to the Champion System.
I proposed a version of it, it doesn't have to be like I show here. This how you handle progress without levels.
https://forums.elderscrollsonline.com/en/discussion/270882/mastery-point-concept
I think the 3 way thing is fine if there is a risk/reward, a CP system that gives and takes it's opposite. This Champion system only gives and doesn't take.So if the caps are raised and it stays the way it is. Eventually someone will master every point in the Champion System.lordrichter wrote:I can see where the Elder Scrolls is going with the reduction of attributes and how they impact skills. I think that Skyrim took it a bit too far by dropping it to the three we have today in ESO, though.
I would much prefer to have skills rather than classes. I know that Elder Scrolls has classes, but these are more templates than anything else, and ESO should have gone that way rather than being the "familiar MMO" class game. In this way, we would build all the different the skills that define the character rather than picking a predefined Class and Weapon.
To be fair in FFXIV you can still use a full free build style pre 30 and post 30 but having the job system focuses the classes roles since ESO has classes that can fit any role at any time most people have 2 builds for 1 chatacter thanks to weapon swapping and with CP you essentially have that pick and choose optionBasically we are talking about the same want. Zones to stay relevant for more than the initial quest line through it. Battle Scaling is a bandaid solution though. The heart of an adventurer is not to go through a journey knowing the outcome and knowing that anything he encounters there will be no tougher than anywhere else.lordrichter wrote:So, just to be clear, there has to be some sort of "leveling" across the world in order for there to be a progression. I just feel that it should not be based on zones.
What I refer to as the "MMO leveled zone concept" is where each zone has a level range from X to Y and this applies to quests, monsters, treasures, resources, and everything else in the zone. Players enter the zone, consume the zone, and when they are done, they leave the zone, never to return. If a player exceeds level Y before they are done with the zone, they no longer get XP, loot, or whatever is in the zone because they are "over-level".
It is far far too late for ESO, but an Elder Scrolls open concept would have had challenges of all levels spread out all across the world, not restricted to zone ranges. Morrowind was much more like this and it would be cool if ESO had returned to this rather than going with the MMO zones.What the game needs is removal of levels, a nerfing/tuning of Champion, make gear as I said earlier. The classes are fine except that they are tied to one character equals one class. There should be more classes and class skill lines unlocked to one character.
ClassCrafting
And if levels got stripped and Champion got tuned/nerfed. That could open the door for the Oblivion way of leveling up in addition to the Champion System.
I proposed a version of it, it doesn't have to be like I show here. This how you handle progress without levels.
https://forums.elderscrollsonline.com/en/discussion/270882/mastery-point-conceptI think the 3 way thing is fine if there is a risk/reward, a CP system that gives and takes it's opposite. This Champion system only gives and doesn't take.So if the caps are raised and it stays the way it is. Eventually someone will master every point in the Champion System.lordrichter wrote:I can see where the Elder Scrolls is going with the reduction of attributes and how they impact skills. I think that Skyrim took it a bit too far by dropping it to the three we have today in ESO, though.
I would much prefer to have skills rather than classes. I know that Elder Scrolls has classes, but these are more templates than anything else, and ESO should have gone that way rather than being the "familiar MMO" class game. In this way, we would build all the different the skills that define the character rather than picking a predefined Class and Weapon.
My class craft is sort of what you want. You are still free to build whatever you want from any skill lines. You just get synergistic boons if you match 3 skill lines to form a class.
FFXIV tried to go the full free build on it's first launch and I liked it. But sadly, their playerbase did not. They wanted more iconic specializations so the job system was introduced. My Class Craft idea not only allows you to choose skill lines. But modify how skills are cast.
Holycannoli wrote: »lordrichter wrote: »I am all about Elder Scrolls and RPG. I would like to see ESO double down on both of those, and that does mean getting rid of the MMO leveled zone concept, familiar to any World of Warcraft player, and replacing it with a proper open world environment that is not unreasonably restricted by level or Alliance.
Leveled zones aren't a WoW thing. They've been around in RPGs for some 30 years. It's a tried and true RPG concept. You can't just go running to the highest level, most difficult zones as a new character. You work your way up to them.
That's how ESO works, that's what a lot of us enjoy, and if they go drastically changing the game that much the game will fail. Mark my words, level scaling the way they propose will sink this game. It was designed around a DAOC-style system, not a system they want to change it to. It won't work.
lordrichter wrote: »This is Oblivion (The Elder Scrolls 4) all over again. A player could play almost the entire game, from main quest to Shivering Isles, as a low level character.
Here you get archetypes(4 classes)locked to one character(vestige), each vestige differs from the other vestiges(biggest difference-races)which leads into more diversity(big difference-Champion) in the onset but later less diversity(little difference-Champion Point)because the CP passives are tuned too high and allow too much global spending and things get super capped as a result.
Levels along with Champion make the game easier than it was before. Levels have no real purpose once One Tamriel drops. You say gear is a bad progression? That is not always true, all a CP or Level tell you is that someone played the game long enough doing whatever which has no relation to what kind of skill or dedication a player brings to the game.
Where as a gear based progression can tell you right off the back what someone has accomplished. With no numbers sometimes, just off visuals alone. If you see a gear that is top of the line and untradable, you know that player is one of the best players on the server. His CP or level could not give you that straight forward info on where or how he earned it.
Now the bad form of gear progression does exist. Which is........
Ilvl type: Small incremental raises with slightly better stats, usually have to reacquire better gear every 2-3 months, usually grindy. Like CP gear cap is currently
Progressive Tier: Substantial raises with substantial stat increase,occasional new stats to widen options, usually stay relevant 9-18 months, and zone/content acqusition tells the story of dedication.