Dear TESO-Community, ZoS Moderators/Developers.I've always felt quite comfortable in the vivid world of Tamriel - even if I have to admit that i have never been an extreme fan of the Elder Scrolls series. TESO was my very first intense contact with the famous RPG-Series - of course i knew about the others (Skyrim, Oblivion, Morrowind) at that point. I simply like the world, the unique gameplay approach enriched with roleplaying elements - and most of all the friendly community.
However, there is one topic, the so called Overworld PVE/Content, that always causes friction. I also belong to the faction that would like experience a little more challenge in normal everyday questing....but I still have to note that there are players who seem to see it completely differently. And then there is ZOS - probably cautious when it comes to this difficult topic and constantly worried, that too much change could lead to an exodus of players.
Respecting and satisfying all sides at the same time seems to be almost impossible. On the one hand, balance and gameflow, on the other hand, the completely understandable, economic aspects of a company.Well - I've been thinking about that recently and I'm wondering what your opinion is, because I have the following suggestion to make on the much discussed issue:
It's about the disadvantages of the scaling system, a satisfactory solution without having to give up the advantages or the actual balancelevel at all. A concept that is relativley easy to adjust, yet should feel impactful but in the end....does not change anything at all. Best of both worlds. Everything stays as it is now and still yet feels completley different.
First let me list up the pros & cons of the current Scaling-PVE-System:Pros
- The system grants immense freedom in exploring Tamriel. Play any style whereever you want.
- It makes it so much easier to interact with friends/guildmates. You basically can't level up and leave other players behind. That is a very important aspect of the system in my eyes.
- older areas from past chapters and the base game do not become obsolete.
Cons
- Lack of sense of progression, due to the always more or less same enemy strength.
- Many players generally find the game to be too easy in PVE and the combat therefore not satisfying.
- Particularly affected are highlevel champion-characters, which even experience current chapters without much progression or challenge.
I hope most players can broadly agree with me on the points listed.
There are already general ranking systems for usable weapons and skills. But these ranks apply across the board to all situations. And here the following idea came to me:
What if players
had an individual combat experience level against each specific opponent (currently referring to overland PVE) in the world?
The idea behind it:
Players will encounter a specific type of enemy for the first time ever (this doesn't mean veteran versions or bosses, but literally every different type of enemy in the world)
He has no experience in dealing with or fighting this opponent. Therefore, he finds it more difficult than with enemies he already knows. As a result, he takes significantly more damage from their attacks and does less damage himself. If he successfully kills this new and initially unknown adversary, he gains combat experience - a kind of leveling system that works like the current use of skills or weapons.
This initial handicap would cause players to initially experience the fight as more challenging. Over time, the effect wears off and the fight becomes more and more effective. So it reaches exactly the level that we currently know from the game and is often the bone of contention in many discussions: it tends to be quite easy.
What exactly could that look like?
In the example I have now come up with, I will set 5 experience levels for the fight.
A player encounters an Great Bear for the first time
Level 0 (first contact)
The Great Bear only takes 50% damage in combat and deals 200% more damage.
Level 1 (Requirement: 10 Great Bears killed)
The Great Bear takes 40% less damage in combat and deals 160% more damage.
Level 2 (Requirement: 30 Great Bears killed)
Damage reduction 30%
Extra damage 120%
....
....
....
Level 5 (requires 125 Great Bears killed)
Damage reduction 0%*
Extra damage 0%*
*It plays exactly as we are used to it now.
Sooner or later it will come down to exactly the balance that we already know today. Little would have to be taken into account in this regard, as the handicaps do not last very long due depending on the necessary amount of kills to advance in this system.
Important: There is also no intention of turning this into some kind of forced grindfest. Therefore, progress should never take too long. It should just happen during gameplay. Nevertheless, it would add a kind of role-playing element to the whole thing and you could look forward to more challanges in PVE-Content in the short term, which then automatically adapts later on back to normal levels.
Champion-Players could also approach new chapters/DLCs in Overland PVE with a little more respect - especially if they choose to level a new character from the start.
You could of course apply individual filters about conditions and strenght of the debuffs for veteran or elite version of enemies and bosses...or if they are exclude from the concept and it only affects foes without any rank in overland PVE as a final decision or just to observe the effect in a more controlled environment.
Even if the initial balance would be a bit off and too harsh - 10 enemies killed (for the first step) will not take much time, it would give you certain feel of progression in combat that you actually get stronger based on that experience and still yet it is active long enough so players cannot rush mindless through the content. It also gives more reason for grouping up in PVE, although solo play is still possible.
Benefits:- PVE-Overland beeing way too easy is not longer the case at least for a specific time (first contact)
- PVE feeling too hard is not a problem, because the first steps of combat experience levels are achieved relativley quick. And still yet, each enemey is different and will get more attention by a player, if he is not familiar with it.
- It adds a layer of RPG-Element to the combat.
- easy to readjust instead of balancing each enemy on its own for many classes. Basics stay the same as they are today.
- individual access to standard, veteran, elite enemies and bosses possible for a better overall balance.
- it might encourage people to play together in Overland-PVE
- feeling of progression returns, although the scaling-system is still in place.
- best of both worlds. Challenge and easyness in one package.
Downsides:- Values that are too low can make the system appear unusable and unnoticeable.
- Values that are too high can make combat almost impossible upon first contact. Should be impactful but never undoable.
- (mentioned by i_killed_Vivec) possible overhead problems for traffic (not sure how strong this problem is and what can be done to avoid it/ it is technical)
So, that is my idea about all this. I know this was A LOT to read, however, I hope that I have clearly explained the concept, the idea behind it and the intentions associated with it.
What do you think about that? (You shouldn't be bothered by the numbers/values I picked for the explaination - they were just made up and were just an approximation/suggestion).
Thank you for your patience and time.
sincerely yours
Elderpatriot