Going to disagree here, because every player is responsible for their character builds. The game doesn't force any of us to wear/use the latest gear, and having armor/weapons 10+ levels below current certainly changes the dynamic of the game from mind-numbing to challenging.Auto-Leveling turns the entire game into a mind numbing past time where it simply doesn’t matter what you do or where you go, you are always going to face equally matched foes that match your charcter level and gear. It’s like the game gets a serious Lobotomy and the remaining fun to be had is mostly aesthetics but not skillful game play, character building or strategy.
Giles.floydub17_ESO wrote: »@Boboli
Maybe I've played the game to long but it's been over 2 years since I found leveling a characated challenging due to any combat. 1T didn't really change that.
Further, saying there is a boring build strategy in ESO merely says you haven't played many MMOs.
MMOs have one or two builds per class with fixed rotations. Most require specific weapons on a class. And variation puts the players dps into the basement. With ESO there are what people call meta builds but a player can still have a fun build that carries greatly. Though maybe not strong enough for vMoL they can still have fun in other areas of the game.
I get that for you the fun has dwindled and maybe it's time for s break. This doesn't make it worthy of what us basically just another "I quit" thread that will fall into the why's as fast as it's predecessors.
Giles.floydub17_ESO wrote: »@Boboli
Maybe I've played the game to long but it's been over 2 years since I found leveling a characated challenging due to any combat. 1T didn't really change that.
Further, saying there is a boring build strategy in ESO merely says you haven't played many MMOs.
MMOs have one or two builds per class with fixed rotations. Most require specific weapons on a class. And variation puts the players dps into the basement. With ESO there are what people call meta builds but a player can still have a fun build that carries greatly. Though maybe not strong enough for vMoL they can still have fun in other areas of the game.
I get that for you the fun has dwindled and maybe it's time for s break. This doesn't make it worthy of what us basically just another "I quit" thread that will fall into the why's as fast as it's predecessors.
On my not playing many MMOs or RPGs in general, I have played a couple...GW, GW2, Rift, Morrowind, Oblivion, Skyrim, Two Worlds, Two Worlds II, Mount & Blade, Fallout series, etc.and a couple others with 308 games on Steam (aka I Have No Life ). Since gaming on computers began I have been hooked, yes I am an old grumpy gamer dude, love games, and I posted this topic because I do feel scaling/auto-leveling reduces the sense of accomplishment or motivation/rewards for working to build a well crafted character since the game "looks" at your stats and then adjusts each battle to an acceptable challenge level for that fight...the player has very little control WRT their stats versus AI (PvE), each fight is "rigged" so to speak, they all take the similar effort. Personally I miss being able to smack down a lower level enemy with one swipe as well as work hard to barely best one that is higher level than me within a well crafted game world designed around that premise.
That said, I realize most games do scaling/auto-leveling nowadays in some manner or another and I think it's creating a different expectation by gamers of games in general. Heck I absolutely know it has changed me and what I expect from a game these days. I pretty much know that most AAA titles will not be obnoxiously difficult or challenging. Anymore serious challenges in games are mostly absent replaced by skillful game design creating the "perception" of difficulty by the player, that the game facilitates the illusion of difficulty, I see it time and time again in games I play. I have now been conditioned to expect this more causal experience that has become the norm in gaming. And it makes great business sense for the devs...the more accessible games are, the more people will play them and the more games will be made and sold, it's all good except things have become less challenging and in turn less rewarding for the player as a result.
I completely understand and enjoy many of the open world benefits that auto-leveling/scaling facilitates in ESO with the move to One Tamriel but I do feel the global flat-lining of enemy engagements throughout the game, with little player control over encounter difficulty, is a lost freedom that's sorely missed by some...like this old fart!
Thanks for the comments, I sincerely appreciate the input and comments. Now I gotta go find my damn dentures, time for more Cheetos and Beer!
Giles.floydub17_ESO wrote: »@Boboli
Maybe I've played the game to long but it's been over 2 years since I found leveling a characated challenging due to any combat. 1T didn't really change that.
Further, saying there is a boring build strategy in ESO merely says you haven't played many MMOs.
MMOs have one or two builds per class with fixed rotations. Most require specific weapons on a class. And variation puts the players dps into the basement. With ESO there are what people call meta builds but a player can still have a fun build that carries greatly. Though maybe not strong enough for vMoL they can still have fun in other areas of the game.
I get that for you the fun has dwindled and maybe it's time for s break. This doesn't make it worthy of what us basically just another "I quit" thread that will fall into the why's as fast as it's predecessors.
On my not playing many MMOs or RPGs in general, I have played a couple...GW, GW2, Rift, Morrowind, Oblivion, Skyrim, Two Worlds, Two Worlds II, Mount & Blade, Fallout series, etc.and a couple others with 308 games on Steam (aka I Have No Life ). Since gaming on computers began I have been hooked, yes I am an old grumpy gamer dude, love games, and I posted this topic because I do feel scaling/auto-leveling reduces the sense of accomplishment or motivation/rewards for working to build a well crafted character since the game "looks" at your stats and then adjusts each battle to an acceptable challenge level for that fight...the player has very little control WRT their stats versus AI (PvE), each fight is "rigged" so to speak, they all take the similar effort. Personally I miss being able to smack down a lower level enemy with one swipe as well as work hard to barely best one that is higher level than me within a well crafted game world designed around that premise.
That said, I realize most games do scaling/auto-leveling nowadays in some manner or another and I think it's creating a different expectation by gamers of games in general. Heck I absolutely know it has changed me and what I expect from a game these days. I pretty much know that most AAA titles will not be obnoxiously difficult or challenging. Anymore serious challenges in games are mostly absent replaced by skillful game design creating the "perception" of difficulty by the player, that the game facilitates the illusion of difficulty, I see it time and time again in games I play. I have now been conditioned to expect this more causal experience that has become the norm in gaming. And it makes great business sense for the devs...the more accessible games are, the more people will play them and the more games will be made and sold, it's all good except things have become less challenging and in turn less rewarding for the player as a result.
I completely understand and enjoy many of the open world benefits that auto-leveling/scaling facilitates in ESO with the move to One Tamriel but I do feel the global flat-lining of enemy engagements throughout the game, with little player control over encounter difficulty, is a lost freedom that's sorely missed by some...like this old fart!
Thanks for the comments, I sincerely appreciate the input and comments. Now I gotta go find my damn dentures, time for more Cheetos and Beer!
Giles.floydub17_ESO wrote: »@Boboli
Maybe I've played the game to long but it's been over 2 years since I found leveling a characated challenging due to any combat. 1T didn't really change that.
Further, saying there is a boring build strategy in ESO merely says you haven't played many MMOs.
MMOs have one or two builds per class with fixed rotations. Most require specific weapons on a class. And variation puts the players dps into the basement. With ESO there are what people call meta builds but a player can still have a fun build that carries greatly. Though maybe not strong enough for vMoL they can still have fun in other areas of the game.
I get that for you the fun has dwindled and maybe it's time for s break. This doesn't make it worthy of what us basically just another "I quit" thread that will fall into the why's as fast as it's predecessors.
On my not playing many MMOs or RPGs in general, I have played a couple...GW, GW2, Rift, Morrowind, Oblivion, Skyrim, Two Worlds, Two Worlds II, Mount & Blade, Fallout series, etc.and a couple others with 308 games on Steam (aka I Have No Life ). Since gaming on computers began I have been hooked, yes I am an old grumpy gamer dude, love games, and I posted this topic because I do feel scaling/auto-leveling reduces the sense of accomplishment or motivation/rewards for working to build a well crafted character since the game "looks" at your stats and then adjusts each battle to an acceptable challenge level for that fight...the player has very little control WRT their stats versus AI (PvE), each fight is "rigged" so to speak, they all take the similar effort. Personally I miss being able to smack down a lower level enemy with one swipe as well as work hard to barely best one that is higher level than me within a well crafted game world designed around that premise.
That said, I realize most games do scaling/auto-leveling nowadays in some manner or another and I think it's creating a different expectation by gamers of games in general. Heck I absolutely know it has changed me and what I expect from a game these days. I pretty much know that most AAA titles will not be obnoxiously difficult or challenging. Anymore serious challenges in games are mostly absent replaced by skillful game design creating the "perception" of difficulty by the player, that the game facilitates the illusion of difficulty, I see it time and time again in games I play. I have now been conditioned to expect this more causal experience that has become the norm in gaming. And it makes great business sense for the devs...the more accessible games are, the more people will play them and the more games will be made and sold, it's all good except things have become less challenging and in turn less rewarding for the player as a result.
I completely understand and enjoy many of the open world benefits that auto-leveling/scaling facilitates in ESO with the move to One Tamriel but I do feel the global flat-lining of enemy engagements throughout the game, with little player control over encounter difficulty, is a lost freedom that's sorely missed by some...like this old fart!
Thanks for the comments, I sincerely appreciate the input and comments. Now I gotta go find my damn dentures, time for more Cheetos and Beer!
I guess you hated Oblivion too (TES IV, 2008). I am happy to have the zone scaling to my character (or scaling my character to the zone).
Giles.floydub17_ESO wrote: »@Boboli
Maybe I've played the game to long but it's been over 2 years since I found leveling a characated challenging due to any combat. 1T didn't really change that.
Further, saying there is a boring build strategy in ESO merely says you haven't played many MMOs.
MMOs have one or two builds per class with fixed rotations. Most require specific weapons on a class. And variation puts the players dps into the basement. With ESO there are what people call meta builds but a player can still have a fun build that carries greatly. Though maybe not strong enough for vMoL they can still have fun in other areas of the game.
I get that for you the fun has dwindled and maybe it's time for s break. This doesn't make it worthy of what us basically just another "I quit" thread that will fall into the why's as fast as it's predecessors.
Doctordarkspawn wrote: »I guess you hated Oblivion too (TES IV, 2008). I am happy to have the zone scaling to my character (or scaling my character to the zone).
@Khenarthi Bad example. And I say that as an oblivon fan. It's my favorite game in the series.
Firstly, the two systems are nowhere near comparable. This is an MMO, that's a singeplayergame. The -type- of scaling, is also different.
The problems with this system: The system was never ment to work this way. It was ment to be a steady incline, and it actually kinda broke more than it fixed in that reguard. Now, you get progressively less and less powered as you level. Many people, new players included, have stated they hate the change. Personally, I think it should have remained as it was.
The problems with Oblivion: Was your class viable? Well, by level 20 you'd find out in no uncertain terms. You could litterally build wrong, level up -too fast-, and be unable to kill enemies that spawned by level because your skills didn't match up, and you didn't have equitment on that level yet. High level play in Oblivion was hell, a scaling system that was refined and -fixed- by Skyrim, as much as people hate it.
TLDR to get to the point: Do you wanna fix ESO's scaling? Then institute steady progression again. Tamper with some battle-leveling. It's not working in it's current itteration. It buffs players far too much too early as a crutch for the fact the damage/resistance numbers are way out of wack across the board, and leaves them high and dry at later levels. If they dont have a good rotation by then, something the game gives them basicly no help with and is why the endgame community is -dying-, their screwed.
Overhaul, the system.
Doctordarkspawn wrote: »I guess you hated Oblivion too (TES IV, 2008). I am happy to have the zone scaling to my character (or scaling my character to the zone).
@Khenarthi Bad example. And I say that as an oblivon fan. It's my favorite game in the series.
Firstly, the two systems are nowhere near comparable. This is an MMO, that's a singeplayergame. The -type- of scaling, is also different.
The problems with this system: The system was never ment to work this way. It was ment to be a steady incline, and it actually kinda broke more than it fixed in that reguard. Now, you get progressively less and less powered as you level. Many people, new players included, have stated they hate the change. Personally, I think it should have remained as it was.
The problems with Oblivion: Was your class viable? Well, by level 20 you'd find out in no uncertain terms. You could litterally build wrong, level up -too fast-, and be unable to kill enemies that spawned by level because your skills didn't match up, and you didn't have equitment on that level yet. High level play in Oblivion was hell, a scaling system that was refined and -fixed- by Skyrim, as much as people hate it.
TLDR to get to the point: Do you wanna fix ESO's scaling? Then institute steady progression again. Tamper with some battle-leveling. It's not working in it's current itteration. It buffs players far too much too early as a crutch for the fact the damage/resistance numbers are way out of wack across the board, and leaves them high and dry at later levels. If they dont have a good rotation by then, something the game gives them basicly no help with and is why the endgame community is -dying-, their screwed.
Overhaul, the system.
I agree the scaling in Oblivion was crazy, in my latest characters I chose custom classes so that I could prevent levelling from getting too high (my sweet spot was at levels 20/22 or something) and it's an entirely different game.
I still love the 1T scaling here, because at least quests don't turn "grey" anymore and every zone drops relevant things. Since I am not a new player I have not felt any scaling issues, all my character were 50+ by the time 1T kicked in. If new players are having a counterintuitive loss of power then yes the system needs to be fine tuned, but not at the expense of scrapping scaling altogether - it just needs to be adjusted better. I'm doing my own adjusting by questing in completely broken gear with only 3 active skills per bar (using the other slots to level unused and weapons).
Well I imagine this topic has been beat to death but I just wanted to mention it since it’s why I just cancelled my Sub. The main reason is “One Tamriel” snip.
Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »@Boboli
Maybe I've played the game to long but it's been over 2 years since I found leveling a characated challenging due to any combat. 1T didn't really change that.
Further, saying there is a boring build strategy in ESO merely says you haven't played many MMOs.
MMOs have one or two builds per class with fixed rotations. Most require specific weapons on a class. And variation puts the players dps into the basement. With ESO there are what people call meta builds but a player can still have a fun build that carries greatly. Though maybe not strong enough for vMoL they can still have fun in other areas of the game.
I get that for you the fun has dwindled and maybe it's time for s break. This doesn't make it worthy of what us basically just another "I quit" thread that will fall into the why's as fast as it's predecessors.
I've played a decent ammount of MMO's, and I still think ESO's build strategy is boring. It allows for no variation between Stamina and Magicka.
If your going to shoehorn me into a rotation, playstyle, just make a rigid class. If Twohanded is going to be viable only a certain way, fine, make a twohanded warrior class. If you only want tanking to be done a certain way, do a tank class. Dont advertise freedom of choice when all your going to do is boil down that choice between 'build right' and 'build wrong'.
Case in point, and this is the example I allways use.
I've played traditional DK tank, both now, and back before imperial city. And the closest thing in class based format to it, is Guardian Fighter from Neverwinter Online. Both are essentially the same playstyle, sit there, block, manage your blocking resource, maintain threat and stay alive to hold agro while supporting your team.
Both required you to make extensive use of timing, situational awareness, rotation, and so on. So why do I prefer Guardian Fighter? For one, simple reason.
It was designed like it was ment to be played. It's entirely possible, in ESO, to walk into a dungeon with a setup that simply does not work, and it happens more often then not because of how the game is advertised.
And, to defy your earlier comment, guardian fighter had -three- builds per class, a straightforward tank tree with tank bonuses, a straight up offensive build which could actually do comparable damage, and a tactician build focusing on movement and crowd control effects for PVP.
Honestly, ESO is the only one I see that offers so much choice, yet is limited so badly.
Well I imagine this topic has been beat to death but I just wanted to mention it since it’s why I just cancelled my Sub. The main reason is “One Tamriel” snip.
Thanks for catching us up, your'e so very important beyond every other player that quits. I do hope you find your challenging content in whatever game you end up, just don't expect any dev to code solely to your uberness.
It's a bit of a double-edged sword. The combat - which is not great in ESO anyway - is now incredibly dull and can be facerolled on in any char, in any situation. I realise that some TES games had batlle levelling also, but I used to download the add-ons to disable this, to give me a feeling of greater progression throughout the game.
I also think the above point is a strong precursor to the fact we get CP level people in vet dungeons who cannot fight their way out of a paper bag, they've never had to.
However, from the dev's perspective the release of 1T was the release of a load of new content. ZOS are singularly lazy when it comes to creating new content for this game, and the content they have created has all been entirely missable, apart from Orsinium. So 1T was something of a get out of jail free card for them.
From the player's perspective 1T did provide some upsides:
1 - It got away with the ridiculous faction segregation. Yes, lore-wise this fits, but it's a multiplayer game and it split an already feeble in-game population.
2 - It meant we could team up with anyone of any level! This was great for being able to group any of my lvl 50 chars with my friends who had just joined and were at low levels. It most definitely made the game feel more alive.
3 - It opened up the entire world for exploration for all players. I already had this as I'd been in since beta and done all faction quests. But this is a huge benefit to a lot of players and cannot be under-estimated IMO.
The strategy for the game clearly places rapid revenue generation via consumption of simple to develop chunks of easy content over delivering anything of substance or challenge in the game. Probably there are solid business reasons for this, very likely the game was struggling to turn a profit after losing so many subscribers post the botched release, so they need to show their investors some ROI.
I accept this and enjoy it for what it is; a theme park MMO aimed entirely at the casual gamer market. Will I be playing it forever? No, everytime a decent single player RPG arrives - such as Witcher 3 - I ditch ESO. It's just a stop gap game until a proper TES game is released. I in fact play FF14 more than ESO, as I consider that a far more coherent game. But ESO does serve a purpose for a quick Elder Scrolls fix, we just need to set our expectations at quite a low level with this game, to avoid becoming frustrated.
IzakiBrotherSs wrote: »When you're level 30 with level 4 training gear on, I can guarantee you that its pretty hard.
By the way, what you're referring to is overworld stuff, not actual PvE content.