Hallothiel wrote: »Ok ignoring my dislike of battle-levelling, I have a genuine question on the mechanics.
One of the reasons for doing this is apparently so people can run with their friends, no matter what faction or level. So how will battle-levelling work if you are CP501 running with someone who is level 10, say?
It can't be that everything will be matched to your individual requirements as surely the programming to do that for a online game would be immense? Or is that that they are doing? Will the higher level be fighting the boss as matched to him whilst the friend battles the same one at the same time but for him it is a lower level one? Really? So every single potential opponent will be individually matched to your level - including all the mudcrabs?
Or if running with someone will it be more like a dungeon where someone has to be the leader & it levels to them? Who chooses the level?
Please - can someone explain how it's meant to work as I just can't see it.
It's this universal battle leveling that deeply disturbs me.
Ann is a level 49 breton templar. Bob is a level 3 breton templar. Identical race, identical class.
Battle leveling bumps Bob's amount of magicka and stamina and health up. Ann's hard work leveling her character is worthless, because the system just hands out the same increases.
My opinion: Someone who has leveled up SHOULD have that effort plainly visible when comparing attributes to an otherwise identical lower level.
Both wear level-appropriate light armor, no traits or glyphs or sets, so there is no disparity between their own level and their clothing level.
Level scaling bumps Bob's stats up. Ann's hard work farming level-appropriate clothing is worthless, because the system just scaled Bob's comparative jute rags up to match her farmed ebon thread robes.
Opinion: Higher level material should ALWAYS outmatch lower level material.
Both Ann and Bob hold swords. Ann, at level 49, wields a sword that matches her level, made of ebon ingots. Bob, fresh off the boat at level 3, also swings a sword that matches his level that is made of plain iron. But Bob is battle leveled up, so the system hands Bob all the oomph that comes from swinging an ebony sword without any of the work. Ann, once again, is seeing all of her effort be counted as so much worthless button mashing.
Opinion: Higher level material should ALWAYS outmatch lower level material.
Yes, the argument has been made that Ann would kick Bob's arse because Ann has skill points invested in various abilities and passives, but that misses my point. My point is that Ann's character should be able to laugh off ANY attack that Bob throws at her. Ann's higher level armor should be reflected in an ability to stand there and shrug off Bob's attack. Ann's higher level health should be reflected in an ability to recover health for any scratch he manages to inflict almost before he can swing his sword again. But this universal battle leveling appears to be just one half-step short of making all character stats equal.
starkerealm wrote: »I think it might be a good time to seriously reexamine how gear is handled, to bring it more in line with how the single player games handle itemization. Such as doing away with the 8 different tiers of iron gear, and simplifying that to, "you can have a piece of iron armor, or a piece of steel." It might also be time to ditch the reported level on enemies, unless there's some reason that's going to be kept.
Otherwise? No. Or at least probably not. I payed TSW. If you pull levels from the mix, it'll just shift over into gear being your effective level, and ultimately make advancing to endgame a bit RNG. So, that's a non-start, really.
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.
Hallothiel wrote: »@starkerealm
But that sounds absolutely awful & removes one of the main reasons for playing the game! I want there to be a progression of difficulty, so I can learn & plat better.
Maybe someone should make a medieval fantasy version of The Sims so people can play without the challenge. .....
Kalifas wrote: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.
There has to be a hybrid of drop a wee bit of tokens and a bit of range luck. I am not saying running content with pure rng is good. Here the player has something to look forward to in surprise or they are making progress if they are unlucky with tokens.starkerealm wrote:Gear progression is bad because it creates a situation where, for players to advance, they're entirely dependent on RNG. The equivalent now, would be if at each level, the game randomly chose how much XP you would need to reach the next three levels. Potentially you could skip levels, or you could be caterpulted forwards two or three at a time. Now, you're left sitting there, randomly grinding out content hoping that, "no, really, this time, it'll be enough to get some advancement."
Kalifas wrote: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.
No, if you cannot complete a content and the gear is rare meaning untradable, then it has nothing to do with luck.A hybrid drop fixes your worry of an experienced player never earning something.starkerealm wrote:Actually, it doesn't. It only tells you how lucky someone is. A player, right now, can run vWGT once, completely fail, drag the team down, and still get a Kena helmet, because RNGesus favored them on the boss drop. It doesn't mean they were actually up to snuff for running it, just that they got lucky. Someone who is a very experienced player can run it every couple days for months and walk away with nothing if they're unlucky.
Or, someone could have spent 100k gold, they got from zerging WBs and getting malacath pages on The Golden, and gotten an infused Kena helm.
Or, another example, my main is in 5pc V16 Hunding's Rage, with 3pc Night Mother's. All nine pieces of gear are gold. So, from that, tell me, how many times have I run vet dungeons? How many trials have I completed?
Kalifas wrote: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
I already showed a way that the range gods don't punish any players. In the end you are running dungeons more than once regardless of which system unless you get drops 1 beat content= get drop per run. But if it was 1 for 1, you would exhaust content way too fast and ZoS could never create content fast enough to give players a reason to run content.starkerealm wrote:Actually, that's not the bad form of gear progression. The worst possible form would be gear progression where there are significant power jumps between tiers of gear. Because there are no levels, you're simply rolling the dice hoping for higher quality gear, rather than it being automatically aimed at your level. (IE, you ran this PITA content, here, have some level 46 purples and blues for your trouble.) Because those significant jumps will effectively serve as a gear check, preventing anyone from advancing through the content until their luck changes.
And, yes, I have seen MMOs that do exactly this. Where you were expected to rerun the dungeons endlessly in the hopes that you'd get very rare drops which would push you a little bit further, and any progression beyond that was impossible.
Small incremental increases over time, even when it is grindy, are far better because it doesn't effectively gate players off from participating in the game. For example, if you still have your V14 gold sets from back when that was a cap, they're still statistically superior to purple V16 gear you can obtain right now. So, if you're gearing up an alt, and saved those old sets... now you have a use for them. You can still run content in that gear just fine. It's not BIS, but you're still allowed to play the game. When your gear based advancement represents a significant power jump, players who are in the process of grinding back up suffer disproportionately.
Kalifas wrote: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.
I am not talking of anything except that level should be removed. Whether they are or not is up to ZoS regardless of my opinion, even if it is right or even if it is wrong.starkerealm wrote:If you're talking about non-random distribution of gear as quest rewards... look, it's not impossible to design a game around gear progression. But, that would require a complete redesign of ESO's itemization to make it happen.
There has to be a hybrid of drop a wee bit of tokens and a bit of range luck.
AD&D had: Asymmetrical leveling (some classes leveled up faster than other classes), Race locked classes, Race locked multi-classes, maximum levels in classes based on race, almost all races other than human couldn't level up to 20 anyway and all other such oddities.
Hallothiel wrote: »@starkerealm
But that sounds absolutely awful & removes one of the main reasons for playing the game! I want there to be a progression of difficulty, so I can learn & plat better.
Maybe someone should make a medieval fantasy version of The Sims so people can play without the challenge. .....
Oh I know that game devs who don't offer options such as token and go purely range have one goal and one goal only. To keep you playing longer even at the cost of your comfort or enjoyment.starkerealm wrote: »There has to be a hybrid of drop a wee bit of tokens and a bit of range luck.
Good luck with that idea. We've been asking for a token system for years.
EDIT: @Kalifas, like I said earlier, I don't think gear based progression is a complete non-start. There are ways you can design your game to accommodate it. The problem is, ESO wasn't set up with those in mind, and retrofitting it into the game would require the developers to abandon a lot of design choices they've held onto pretty rigidly.
Oh I know that game devs who don't offer options such as token and go purely range have one goal and one goal only. To keep you playing longer even at the cost of your comfort or enjoyment.starkerealm wrote: »There has to be a hybrid of drop a wee bit of tokens and a bit of range luck.
Good luck with that idea. We've been asking for a token system for years.
EDIT: @Kalifas, like I said earlier, I don't think gear based progression is a complete non-start. There are ways you can design your game to accommodate it. The problem is, ESO wasn't set up with those in mind, and retrofitting it into the game would require the developers to abandon a lot of design choices they've held onto pretty rigidly.
That might work on extreme hardcore players if the content is deep and difficult. Most casual to midcore won't even touch pure range with a ten foot pole.
Content should have character progression per zone and an item progression with range and tokens. The incremental cap geared updates are the 100% complete opposite of what ZoS should strive for.starkerealm wrote: »Oh I know that game devs who don't offer options such as token and go purely range have one goal and one goal only. To keep you playing longer even at the cost of your comfort or enjoyment.starkerealm wrote: »There has to be a hybrid of drop a wee bit of tokens and a bit of range luck.
Good luck with that idea. We've been asking for a token system for years.
EDIT: @Kalifas, like I said earlier, I don't think gear based progression is a complete non-start. There are ways you can design your game to accommodate it. The problem is, ESO wasn't set up with those in mind, and retrofitting it into the game would require the developers to abandon a lot of design choices they've held onto pretty rigidly.
That might work on extreme hardcore players if the content is deep and difficult. Most casual to midcore won't even touch pure range with a ten foot pole.
Exactly, which is why you cannot afford to gate content behind a progression system based entirely on gear.
Again, that is an option, in a properly configured game. Hell, I love the STALKER games to death, and their progression systems were strictly item based. But, working within the framework of an MMO, it's extremely tricky. Retrofitting that on to ESO at this point would be a mistake.
Hallothiel wrote: »Ok ignoring my dislike of battle-levelling, I have a genuine question on the mechanics.
One of the reasons for doing this is apparently so people can run with their friends, no matter what faction or level. So how will battle-levelling work if you are CP501 running with someone who is level 10, say?
notimetocare wrote: »So... You want thw old system backnwhere being low lvl meant you never won? Thatbstopped being interesting years ago in vanilla WoW
No it doesn't work well. And alot of things were how the game should be, but things change like Tamriel Unlimited, like Tamriel One, like racial passives, like sands through the hour glass this is the days of our lives.CapnPhoton wrote: »No. The 1-50 then champion points works well and is how the game should be...
starkerealm wrote: »
Depending on how you flatten out the level curve, it could be a massive step forward towards making the game feel like an Elder Scrolls title....
UltimaJoe777 wrote: »
. . . 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...
Exactly. And having a system scale you to be way stronger than you are to be able to do content way higher is a bad thing. Now downscaling as an option, I am ok with because this is an mmo and you should be able to help someone weaker. And perhaps having that option to down sync to him is good so he doesn't have to watch content while you slaughter everything.MasterSpatula wrote: »starkerealm wrote: »
Depending on how you flatten out the level curve, it could be a massive step forward towards making the game feel like an Elder Scrolls title....UltimaJoe777 wrote: »
. . . 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...
Why do people think this? Morrowind, in many ways the best of the series and the template for the latter games, wasn't like this at all. Sure, the world was open, but if you went to Solthsheim or the Grazelands at level 1, you were going to die a quick and horrible death. Likewise, if you went to the cave outside of Seyda Need at level 20, you were going to obliterate those smugglers.
You could go wherever you wanted, but there were places it was stupid to go because you simply weren't ready. This was a good thing.
Then along came Oblivion. I don't know what they were thinking, but I suspect it was something like, "We've got the RPG fans hooked. Time to increase our sales by totally pandering to action game fans by scaling everything to your level. Nothing will ever be too hard or too easy. We'll make a mint."
And perhaps they did, but it was utterly deplored by long-term TES fans. There's a reason why the single most popular variety of Oblivion mods were mods to adjust or hide the level scaling. Bethesda may have made their mint, but they did so by making a lesser game. It was a bad thing.
You need to be able to measure your progress by being able to beat enemies you couldn't beat before. If you don't have that, you don't have an RPG. You have an arcade game. Arcade games are fine, but not what I'm here for. There is a joy in beating an enemy you couldn't beat before. Losing that joy is a bad thing.
One Tamriel is happening whether we like it or not.
MasterSpatula wrote: »Morrowind, in many ways the best of the series and the template for the latter games, wasn't like this at all. Sure, the world was open, but if you went to Solthsheim or the Grazelands at level 1, you were going to die a quick and horrible death. Likewise, if you went to the cave outside of Seyda Need at level 20, you were going to obliterate those smugglers.
You could go wherever you wanted, but there were places it was stupid to go because you simply weren't ready. This was a good thing.
MasterSpatula wrote: »Then along came Oblivion. I don't know what they were thinking, but I suspect it was something like, "We've got the RPG fans hooked. Time to increase our sales by totally pandering to action game fans by scaling everything to your level. Nothing will ever be too hard or too easy. We'll make a mint."
And perhaps they did, but it was utterly deplored by long-term TES fans. There's a reason why the single most popular variety of Oblivion mods were mods to adjust or hide the level scaling. Bethesda may have made their mint, but they did so by making a lesser game. It was a bad thing.
You need to be able to measure your progress by being able to beat enemies you couldn't beat before. If you don't have that, you don't have an RPG. You have an arcade game. Arcade games are fine, but not what I'm here for. There is a joy in beating an enemy you couldn't beat before. Losing that joy is a bad thing.
Those quotes sound similar to the director of FFXIV. I am confused. I want to spend a lot of time in my favorite franchises, the single player versions are awesome but can't offer more than a few hundred hours. I hear about one of my favorite franchises going mmo, and I see a ray of light. I can actually spend hundred to thousands of hours playing in a universe I love dearly and it has infinite content for at least a decade instead of vacationing myself playing in franchises I don't love as much. Then due to wanting to be mainstream, the developers go to the greatest lengths to cut down your reasons to be here for a long duration. Suddenly unlike the offline versions where the hardcore fan is extremely important, the quest for the love of vacationers becomes the ultimate goal.lordrichter wrote:And... this is how One Tamriel should be. I do not think they have this in mind.
"We have a lot of players who will play for two or three weeks because they want to get through a zone and then stop. Then they come back two months later for another month, because there’s no pressure to play all of it at once."
This tells me that they want to make a game where players who come and go can easily consume the content while they are here. I call them vacation players because ESO is not their main game and they are just passing through. For that type of player, you don't want to have to grind because you are not around long enough to do it. Of course, ZOS knows there will be long term players in here grinding, but the vacation players don't want to have to do this.
One Tamriel means they can just wander the game doing whatever quests they want, playing with other vacation players who might be at different levels, and never have to worry about bars that prevent them from accessing content. The upside is that the make the grind easier for the longer term players, too.
They want to remove the barriers that prevent players from accessing all of the content. I think that is what One Tamriel means to ZOS game designers.
The process for doing this will be to make sure that, no matter what level you are, no matter how far your character has progressed, the world is always precisely and exactly the right difficulty, with the right rewards, and the right resources, for you. A vacation player's paradise.
MasterSpatula wrote: »starkerealm wrote: »
Depending on how you flatten out the level curve, it could be a massive step forward towards making the game feel like an Elder Scrolls title....UltimaJoe777 wrote: »
. . . 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...
Why do people think this? Morrowind, in many ways the best of the series and the template for the latter games, wasn't like this at all.
MasterSpatula wrote: »Sure, the world was open, but if you went to Solthsheim or the Grazelands at level 1, you were going to die a quick and horrible death.
MasterSpatula wrote: »Likewise, if you went to the cave outside of Seyda Need at level 20, you were going to obliterate those smugglers.
You could go wherever you wanted, but there were places it was stupid to go because you simply weren't ready. This was a good thing.
Then along came Oblivion. I don't know what they were thinking, but I suspect it was something like, "We've got the RPG fans hooked. Time to increase our sales by totally pandering to action game fans by scaling everything to your level. Nothing will ever be too hard or too easy. We'll make a mint."
MasterSpatula wrote: »And perhaps they did, but it was utterly deplored by long-term TES fans. There's a reason why the single most popular variety of Oblivion mods were mods to adjust or hide the level scaling. Bethesda may have made their mint, but they did so by making a lesser game. It was a bad thing.
MasterSpatula wrote: »You need to be able to measure your progress by being able to beat enemies you couldn't beat before. If you don't have that, you don't have an RPG. You have an arcade game. Arcade games are fine, but not what I'm here for. There is a joy in beating an enemy you couldn't beat before. Losing that joy is a bad thing.
Content should have character progression per zone and an item progression with range and tokens.
This thread is about removing levels from ESO. And imo that should happen since One Tamriel is coming. Makes no sense battle leveling when removing levels would remove the need for battle leveling. Then an option for level synching down Champion and gear strength for players to participate in content at lower levels without having to be spoon fed difficulty and progression.
starkerealm wrote: »AD&D had: Asymmetrical leveling (some classes leveled up faster than other classes), Race locked classes, Race locked multi-classes, maximum levels in classes based on race, almost all races other than human couldn't level up to 20 anyway and all other such oddities.
I'm fully aware. I've lived through the tyranny of THAC0 at 3am. Again, I was giving someone flak for citing WoW as the origin of character levels and classes.
If I'm honest, I'm kinda depressed how many people missed the sarcasm entirely, even with an emote..