Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Content Scaling and Going Wherever You Want

MopeyHat
MopeyHat
✭✭✭✭
I've noticed people complain that a big difference between ESO and previous Elder Scrolls games is the inability to go where you want, when you want. Sure, there are different ways to level your character, but the usual questing method has you stuck in a linear route through the zones of your alliance. You can explore to some extent, but just nothing like the way you could wander off to entirely different cities and places in the single-player games. I played WoW for a long while, and at least you had options for which zones you could visit on your path to level cap. Admittedly, WoW has had much longer to develop content, but I wonder...

Would it be possible to implement a Skyrim-like content scaling system? I propose one possibility: that quests, public dungeons and entire zones could be scaled to level brackets, players divided into the server shards/channels/phases specific to those brackets. You could then theoretically do quests, dungeons, bosses, dolmens at any level and receive level-appropriate rewards and experience.

When joining another player from a different bracket, the system could raise or lower your stats to match the leader's brackets, similar to how Cyrodiil equalizes stats. Rewards would be individualized to the player. Perhaps in low-population zones, you could have the option to automatically scale to a more populated bracket?

I think this could open up even more possibilities for quests that go across zones, to far-off cities, or back to areas you skipped. I have some ideas about how materials would work, but that's a somewhat separate matter. Mats could simply be based on the bracket, encouraging you to stick to your own bracket.

Thoughts? I know this kind of messes with the usual MMO thing...
Edited by MopeyHat on August 19, 2014 1:54AM
  • DuelWieldingCheesyPoofs
    I would like content scaling, especially for when spellcrafting comes, we will have to go explore for the doors, but i will be vet 12 by then and id like it to be a challenge to get past mobs instead of just walking right by mobs?

    same with going back for side quests, not much fun to do a lvl 15 quest at vet 12 and you cant do them all al low lvl because you will just out lvl the zone anyway.
  • ravenhartb14_ESO
    ravenhartb14_ESO
    ✭✭✭
    I'm on the fence about content scaling in the game industry as a whole. Personally, I enjoy the challenge of going to a higher level zone than I'm supposed to be in. Overall content scaling reduces the challenge for me to the point that my interest wanes.

    That said; and I mean no offense to your idea, I feel content scaling isn't even a plausible suggestion for ESO. It would require an entire overhaul of the game; read: an entirely new game. It just isn't possible at this point. It's not even close.

    Maybe if ESO fixes some of the major issues it's struggling with and is successful for a few years, the dev team might be able to consider it for ESO2.
  • dharbert
    dharbert
    ✭✭✭✭✭
    ✭✭
    People are going to have to get used to the fact that is isn't a TES single player, go wherever you want anytime you want game. It's an MMO, and therefore has MMO progression.

    This game will not be a single-player sandbox. Ever.
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
    ✭✭✭✭✭
    MopeyHat wrote: »
    Thoughts? I know this kind of messes with the usual MMO thing...
    I've suffered from 'level scaling' and forced level caps in FFXI and FFXIV .. games I love for many reasons but Square Enix's fixation of level-capping annoys the hell out of me.

    So no, as @dharbert points out, ESO is an MMO and forcing others to down-level simply to provide you with players to group with isn't going to win ZOS many friends.

    I agree the quest progression is too linear, but that's a direct result of ZOS introducing an artificial faction system into a game that didn't need it, simply to provide a basis for the PVP the game didn't need in the first place.
  • MopeyHat
    MopeyHat
    ✭✭✭✭
    MopeyHat wrote: »
    Thoughts? I know this kind of messes with the usual MMO thing...

    So no, as @dharbert points out, ESO is an MMO and forcing others to down-level simply to provide you with players to group with isn't going to win ZOS many friends.

    Well, I didn't mean for each zone to be capped: I would rather it be that each zone would scale aaaall the way up. And it's not that I don't have players to group with leveling 1-50, there's plenty. I'm more interested in the ability to take different paths levelling and being able to find level-appropriate, challenging content easily, even at level cap.
    I'm on the fence about content scaling in the game industry as a whole. Personally, I enjoy the challenge of going to a higher level zone than I'm supposed to be in. Overall content scaling reduces the challenge for me to the point that my interest wanes.

    That said; and I mean no offense to your idea, I feel content scaling isn't even a plausible suggestion for ESO. It would require an entire overhaul of the game; read: an entirely new game. It just isn't possible at this point. It's not even close.

    Maybe if ESO fixes some of the major issues it's struggling with and is successful for a few years, the dev team might be able to consider it for ESO2.

    I disagree that it would be totally implausible. The technology is already there and in use. Stat-scaling is used in Cyrodiil; phasing is everywhere.

    The real problem would be the scale of implementation, the sheer amount of work needed to make sure stats scale correctly for players, NPCs, mobs, and reworking drops and quest rewards. This certainly wouldn't be something immediate.

    And rather than going in head-first with the entirety of alliance zones, I'd like to see it tested out on a few dungeons.
  • ravenhartb14_ESO
    ravenhartb14_ESO
    ✭✭✭
    MopeyHat wrote: »
    This certainly wouldn't be something immediate.

    And rather than going in head-first with the entirety of alliance zones, I'd like to see it tested out on a few dungeons.
    Your amended proposal and suggested implementation is intriguing. I would love to see a dungeon trial!
  • Soloeus
    Soloeus
    ✭✭✭✭✭
    1. Vet Zones are nice because every quest, boss and monster, and potency rune is going to be one level. Every wood, cloth and ore will be one level. I can go anywhere I want to with total freedom in the zone. I can tackle objectives in my own order, which is most fun.

    Pre-Vet Zones are awful. I can't stand being Railroaded into a specific order of Bosses/Dungeons/Dolmens in a Leveled Order or face the penalty of monsters that can aggro and damage me but don't yield exp/loot.

    2. Setting every Dungeon to have the option to level to the player would add Solo Content. That is, it would be not just lazy, but Zenimax! lazy. All dungeons could be done by V10+ players for full loot. Solo, Public, Group. 2 of the 3 could be billed as Solo Content (Many players like to Solo the group dungeons for a bigger challenge).

    Within; Without.
Sign In or Register to comment.