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Scale player with zones or not?

Tapio75
Tapio75
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As of now, it is quite fun to play if you begin your first character in any Alliance. after that you have still 2 more questlines with same Mage's guild quest, same fighter's guild quests, same main story quests with not real variation.

Only difference is those Alliances

After one charar for all Alliances, it gets a bit boring for me at least. Have to do same quests in same order (almost). Go through zones in linear fashin as the leveled zones and mobs make it impossible to go start in Rift as a Nord for example. Id love to start from Rift or Eastmarch as a Nord.

We allready have system that could help with this. Player scaling for Cyeodil. This could be implemented to affect player in zones as well. It would not be same as playing hi level area as Veteran since even while scaled player has ability to stand ground, it is still considerably weaker than that veteran player.

With small tweaks on quest rewards and so forth, it could work very well.

We would have many options to make our own story and adventure freely in Tamriel like we should in TES universe.
Edited by Tapio75 on August 2, 2014 10:09AM
>>PC-EU Mostly PVE. Played since BETA<<

Scale player with zones or not? 60 votes

Player scales with zones (Cyrodil scaling mechanism)
31%
AdvaitaMelianRemmogurluasb16_ESOnicholaspingasb16_ESOChililianGreySixstefanosbekrwb17_ESOkimbohDuelWieldingCheesyPoofsnavarat9firesparxDrazhar14SintramBrizzTapio75emeraldbayzoozebraRIzmyy 19 votes
No scaling. Play zone by level
68%
TabbycatSrugzalVivilak9mousenerevarine1138haploeb14_ESOAyrec0rpAnubisPhantaxRune_RelicEnodocInversusThatRedguardGuyArmianleeb92303008rwb17_ESOSlovenian_GamerMaximilianLashiAlexDougherty 41 votes
  • Pele
    Pele
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    Interesting idea but some quests require you to begin in a previous zone. Starting in a later zone or any zone you wish would break these quests.
  • Soloeus
    Soloeus
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    My feelings are that I like Vet Levels because the entire level has one level of monsters, and resource nodes.

    Non-Vet Levels, I hate them. I hate finding world bosses I can't kill, or outlevel enough that I can't exp/loot. Same with dungeons. Same with Dolmens. I feel like I am railroaded into a linear game without choices because every "option" other than "A" is met with punishments.

    If I break the "A to B" line, or kill to many mobs, I risk falling into the punishment.

    I also hate finding 3-4 types of each crafting material most of which I either can't use and won't be able to use for another 6 levels, or ones that I stopped using 6 levels ago.
    Edited by Soloeus on August 2, 2014 10:27AM

    Within; Without.
  • roomcreep
    roomcreep
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    No scaling. Play zone by level
    I particularly dislike level scaling because it never feels like you advanced. I love the feeling of struggling in a certain area, then coming back 20 levels later and nuking everything with one hit. Really feels like I advanced and like my character grew. Level scaling would completely demolish that. Also works vice versa for higher level areas. I like there being restrictions until I'm more powerful. All works with the roleplaying elements.
  • Tandor
    Tandor
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    No scaling. Play zone by level
    I favour leaving the game design well alone, it's fine as it is.

    The priorities should be fixing outstanding issues and adding more content, not changing the whole structure of the existing content.
  • Tapio75
    Tapio75
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    Player scales with zones (Cyrodil scaling mechanism)
    Naturally this would be optional so that people may keep playing as they used to. It does not require any changes to linear quests since they can still be made in right order.

    This would also add content with minimal effort from ZOS compared to adding real new content which is far in the future and game desperately needs options to where people play in the world.
    >>PC-EU Mostly PVE. Played since BETA<<
  • jeevin
    jeevin
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    Pele wrote: »
    Interesting idea but some quests require you to begin in a previous zone. Starting in a later zone or any zone you wish would break these quests.

    I found I had this exact problem playing through VR anyway. I would do the quest in the wrong order by mistake. I killed the final boss in the Rift for my first quest there and played through the rest with a lot of WTF I already killed these guys!! There is heaps of *** quest design like this though.
  • Remmo
    Remmo
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    Player scales with zones (Cyrodil scaling mechanism)
    I'm a big fan of scaling as long as it scales on the side of sensible challenge. Go somewhere tougher and scale up, but obviously lack a lot of the utility you would normally have there via gear and skills, scale down to help a guildie and have a more comfortable ride - as it should be, but still a balanced contribution. I also like it when the mobs scale up as more players arrive (Guildwars 2 had this).

    Obviously both systems have pros and cons, but I personally prefer scaling to a sensible challenge.
  • emeraldbay
    emeraldbay
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    Player scales with zones (Cyrodil scaling mechanism)
    Remmo wrote: »
    I'm a big fan of scaling as long as it scales on the side of sensible challenge. Go somewhere tougher and scale up, but obviously lack a lot of the utility you would normally have there via gear and skills, scale down to help a guildie and have a more comfortable ride - as it should be, but still a balanced contribution. I also like it when the mobs scale up as more players arrive (Guildwars 2 had this).

    Obviously both systems have pros and cons, but I personally prefer scaling to a sensible challenge.
    This. I want it to be a bit more difficult if I go to Reaper's March at level 16. (Which it will be, since base stats are the only things that scale in Cyrodiil, hence the huge gap between VR players and 1-50 players.)
  • Srugzal
    Srugzal
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    No scaling. Play zone by level
    Soloeus wrote: »
    My feelings are that I like Vet Levels because the entire level has one level of monsters, and resource nodes.

    Non-Vet Levels, I hate them. I hate finding world bosses I can't kill, or outlevel enough that I can't exp/loot. Same with dungeons. Same with Dolmens. I feel like I am railroaded into a linear game without choices because every "option" other than "A" is met with punishments.

    If I break the "A to B" line, or kill to many mobs, I risk falling into the punishment.

    I also hate finding 3-4 types of each crafting material most of which I either can't use and won't be able to use for another 6 levels, or ones that I stopped using 6 levels ago.

    Really? Six levels? 3-4 types? In my experience even 2 is very unusual. I never saw any oak at all, for instance, until I went very near to or into the 2nd zone. Where have you found what you're claiming to see? If what you say is true, I should also be seeing hickory and even yew in the first zone. But I'm not, not even once.

    Yes, if you're going back to earlier zones, you find what might seem to be "obsolete" crafting materials. However they will give you improvement mats, XP, and gold, so they're not entirely useless. Ever craft for your alts, or do you keep them at the same level as your main? I understand that you want to make a point here, but you're not even making any sense.

    You have to go two zones ahead to find materials you can't use due to character level, though you can't use them, even if your character is at the right level, if you haven't also leveled your crafting to keep up.

    Frankly, I'm keeping my crafting just ahead of my leveling, so I can refine everything I find. But I'm just not seeing this six level thing. Not at all.
    Edited by Srugzal on August 2, 2014 12:16PM
  • Srugzal
    Srugzal
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    No scaling. Play zone by level
    jeevin wrote: »
    Pele wrote: »
    Interesting idea but some quests require you to begin in a previous zone. Starting in a later zone or any zone you wish would break these quests.

    I found I had this exact problem playing through VR anyway. I would do the quest in the wrong order by mistake. I killed the final boss in the Rift for my first quest there and played through the rest with a lot of WTF I already killed these guys!! There is heaps of s***y quest design like this though.

    The quests in many cases are not designed to be either stateless or re-entrant, but are designed to be progressed through. I agree that this isn't taken into consideration well enough in a lot of cases, but it's not bad design; it was intended to work that way.

    I think that this points to the notion that I've believed for a long time, that the Veteran Ranks and the re-telling of the story, sort of, that VR entails, was added as an afterthought, after the main story quests were all designed. Time and budget constraints and all of that kept them from going back and re-designing the whole thing. Hopefully with the switch to Champion Points and the restructuring of the 50+ experience, that will change, though fixing it will be a grave challenge. I'm absolutely certain that they know about this.

    For those reasons I really doubt that the game would withstand the additional chaos caused by scaling, which would enable whole chunks of the story to be done out of order.

    This is just not a bag of unrelated quest material which we endure for the sake of leveling to the "real" game. This is the game itself, a collection of interrelated stories. Change that basic dynamic and you destroy the game's structure, and probably the game itself. At the very least you make it incoherent.
  • Inversus
    Inversus
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    No scaling. Play zone by level
    I'm not the biggest fan of the linear-style questline, but it's been built that way and adding scaling really wouldn't work for it. It's built linear, it'll have to stay linear
    VR14 EH Sorc
    VR1 AD NB Crafter
  • Tapio75
    Tapio75
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    Player scales with zones (Cyrodil scaling mechanism)
    How would being able to do quests anywhere destroy the game? Mechanics as they are, would not change but the opportunity to do quests elsewhere would bring much needed variety in cost efficient way compared to complete new areas.

    How would stat scaling Cyrodil style really break anything? Its like you go to a zone in level 40. You do same quests in same fashion as someone who has stats scaled to level 40. Scaled player would still be weaker, less tools and not as good weapons yet, they do have a chance to explore.

    I dont get it (Clearly :D) why people accept this linearity in any of todays MMO. Everyone seems to complaint about it but still it is accepted. Many seem to think too complicated. What prevents playing like you always played with optional scaling to bring variety to game? When taking in count that this is TES before MMO, all these restrictions are just bad design, nothing more.

    it is also a joke how you cant explore like you should in TES. It is absolutely illogical that small animal canmurder you when you just couple of minutes ago easily won a battle againts flesh atronach and some of its companions. It just hurts.
    Edited by Tapio75 on August 2, 2014 2:37PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • nicholaspingasb16_ESO
    nicholaspingasb16_ESO
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    Player scales with zones (Cyrodil scaling mechanism)
    I CLICKED THE WRONG BUTTON. >:( I AM ACTUALLY AGAINST SCALING

    Scaling it would break the game now because of the way it was designed. Every zone would contain spoilers about the quests in the previous zone, and many quests would not be available because they have ties to the previous zone. Also, some areas of the world would have to be reworked and phased for players who haven't done certain things because the events that caused the landscape to look like that or contain certain things haven't occurred yet. For example, why would people in Marbruk talk about the queen being in the city when really, according to the quests you've done, she's still back in Auridon. Or, worse, why would the new green lady be in Malabal Tor when the old silvenar hasn't been killed on kenharthi's roost?

    It would work if they had designed the zones to work like a single, coherent world. Unfortunately, all the zones are actually just chapters in a book, with each one using the events of the last to judge the events occurring inside of it.
    Sanguine's Beta Tester

  • nicholaspingasb16_ESO
    nicholaspingasb16_ESO
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    Player scales with zones (Cyrodil scaling mechanism)
    Inversus wrote: »
    I'm not the biggest fan of the linear-style questline, but it's been built that way and adding scaling really wouldn't work for it. It's built linear, it'll have to stay linear

    ^

    i clicked the wrong button

    Sanguine's Beta Tester

  • Drazhar14
    Drazhar14
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    Player scales with zones (Cyrodil scaling mechanism)
    I support this only if you are scaled down and not up. Like in gw2, where you could revisit previous zones/help friends and actually have a challenge still. Only your base stats from leveling should be scaled down, so you will still be powerful because of gear, but at least not be 1 hit killing everything.
  • Nox_Aeterna
    Nox_Aeterna
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    No scaling. Play zone by level
    jeevin wrote: »
    Pele wrote: »
    Interesting idea but some quests require you to begin in a previous zone. Starting in a later zone or any zone you wish would break these quests.

    I found I had this exact problem playing through VR anyway. I would do the quest in the wrong order by mistake. I killed the final boss in the Rift for my first quest there and played through the rest with a lot of WTF I already killed these guys!! There is heaps of *** quest design like this though.

    This is the feeling we all get playing the usual TES single player games , people will treat you the same when it comes to dialogs for quests , so hey there , i killed a 1000 of the strongest enemy , did 1000 crazy OP things ...

    And the guy will ask you to go grab his shoes like you are a peasant.

    While i dont think i would change that for ESOs formula in a single player TES games , here atleast they get to tell the story in a path that makes sense and people have a higher chance to talk to you in a way that makes sense.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • Rune_Relic
    Rune_Relic
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    No scaling. Play zone by level
    I like the idea of scaling....don't get me wrong.
    The problem is as stated....all the quests are designed to work in a linear fashion where one zone completion leads to the next zone other than side quests.
    For that reason I voted no scaling....as this would just break the game without a massive rewrite.

    New content though....yes...by all means.
    The radiant system was designed to allow linear quest that didn't tie you down to zone by zone story. So zenimax didn't have to do it this way.

    Personally I think the tied levelling into the quest system at design stage so we are now stuck with it.
    Edited by Rune_Relic on August 2, 2014 3:26PM
    Anything that can be exploited will be exploited
  • Tapio75
    Tapio75
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    Player scales with zones (Cyrodil scaling mechanism)
    It sounds to me like all the things that would break is just players fault for skippin part of questline. Majority of quests are quests that do not have followups. If the game would break by stat scaling. It is broken allready since you supposedly can take any quest anywhere allready and do them with help of someone else.

    If stat scaling break game because you would then be able to do quests before their time, the game is allready broken since you can do this allready, only not alone.

    If you are a soldier in a war, doing heroic stuff and back in some village, an old man asks you to help him to get his shoes back... You would do that if you are true hero or refuse if you feel it is below you would you not? This is totally different than slaying a vampire lord and after that, murdered by cow.

    Maybe just make the linear quest lines really linear so you cant do next before doing the first. At least side quests could easily be done in any order.
    Edited by Tapio75 on August 2, 2014 3:45PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • Soloeus
    Soloeus
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    Monsters should not be leveled, gear should be.

    Gear/Exp should be 10 levels.

    Within; Without.
  • Tabbycat
    Tabbycat
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    No scaling. Play zone by level
    Drazhar14 wrote: »
    I support this only if you are scaled down and not up. Like in gw2, where you could revisit previous zones/help friends and actually have a challenge still. Only your base stats from leveling should be scaled down, so you will still be powerful because of gear, but at least not be 1 hit killing everything.

    Now see, I didn't enjoy that at all in GW2. It made it feel like leveling was a pointless waste of time. I didn't feel like my character was progressing at all. I actually enjoy being able to revisit lower levels and take my revenge on monsters that gave me a difficult time by smacking them into Oblivion. If you are auto scaled down, you never get this satisfaction.

    A mentor program where you can choose to level yourself down would be fine. But I don't want it just automatically done without giving me a choice.
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • navarat9
    navarat9
    Player scales with zones (Cyrodil scaling mechanism)
    I like GW2 scaling.
  • Siluen
    Siluen
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    I would actually like something somewhat the other way around... I dislike leaving my faction's area whenever I need to farm or vendor-buy something all the time. Home sweet home and all that.
  • AlexDougherty
    AlexDougherty
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    No scaling. Play zone by level
    Scaling is a pain in the behind, if you can't defeat a boss, then levelling up doesn't help, because that boss scales up, and gets stronger.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • gurluasb16_ESO
    gurluasb16_ESO
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    Player scales with zones (Cyrodil scaling mechanism)
    I'd like zone scaling, a bit like in Skyrim, Oblivion and Morrowind.'
    And then they can phase out weaker enemies with stronger enemies.

    Like in the other ES games. So instead of a group of Skeevers, you might find a group of dire wolves at high level.
    Edited by gurluasb16_ESO on August 2, 2014 9:07PM
  • AlexDougherty
    AlexDougherty
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    No scaling. Play zone by level
    I'd like zone scaling, a bit like in Skyrim, Oblivion and Morrowind.

    Skyrim didn't scale, and it was done badly in Oblivion.
    I also don't think Morrowind scaled either, but I could be wrong on that.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • gurluasb16_ESO
    gurluasb16_ESO
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    Player scales with zones (Cyrodil scaling mechanism)
    Skyrim scaled. If you're high level you meet high level monsters and high level dragons and such, and bosses level up with you.
  • GreySix
    GreySix
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    Player scales with zones (Cyrodil scaling mechanism)
    Meh, just give me a cooperative TES, and y'all can keep this game however you want.
    Crotchety Old Man Guild

    "Hey you, get off my lawn!"
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