Dagoth_Rac wrote: »firstdecan wrote: »What 'solo instances' are affected by this scaling? I was on the PTS and couldn't find one.
You have likely done them all and I don't think any are repeatable. Main Story quests, Fighters/Mages Guild Quests, some (but not all) of the zone storyline quests that get checked off as you advance Cadwell's Silver/Gold. I can't think of any other forced solo content.
wenxue2222b16_ESO wrote: »I think they have probably introduced the scaling because when the DB and Thieves Guild questlines come in they want players of all levels to be able to play them. They did also mention a while back they were also going to be introducing a mechanism on boss fights where if you are pummled again and again it will adjust the fight to make it a bit easier to complete. If those two things come together then I am ok with this. Without the boss scaling business this would be a pain in the pauldrons for me as a squishy, bow using NB.
Sorry guys but we mustn't be playing the same game. ESO is my first MMO and its my first PC game. I face rolled all solo content with my DK stamina DW and bow, with broken armor and using hardly any potion. I have a reroll sorcerer, same scenario. Broken armor, no buff, no potion, no soul gem and fighting with a resto staff. Walk in a park, even at vet level. Just started a NB that's level 20 in DC. Same story again. Face rolling quests above my level. It's just boring.
Now the forum is becoming a joke between people complaining about forced group content AND forced solo content...
Sorry guys but scaling IS a good thing
At some level this just ends up being something that people don't agree on. I treat games like this as a combination of story and puzzles. If the puzzles are too easy - e.g. I can apply basic tactics and defeat them the first time I encounter them, every time, without danger - then I find the game *boring*. It's the equivalent of doing crossword puzzles designed for children.
A change like this is a positive one for people like me, because it means that I can go back to something that I missed - and actually have it not be a boring clickfest. Many others simply want a game that they can just click through, doing whatever, because they just want to relax after work. I'll simply note that there are many, many, many other games designed like this; and that there are many routes in this game, and almost no truly "required" quests.
Also, quitting before you even see what a change does is not a mature thing to do.
At some level this just ends up being something that people don't agree on. I treat games like this as a combination of story and puzzles. If the puzzles are too easy - e.g. I can apply basic tactics and defeat them the first time I encounter them, every time, without danger - then I find the game *boring*. It's the equivalent of doing crossword puzzles designed for children.
A change like this is a positive one for people like me, because it means that I can go back to something that I missed - and actually have it not be a boring clickfest. Many others simply want a game that they can just click through, doing whatever, because they just want to relax after work. I'll simply note that there are many, many, many other games designed like this; and that there are many routes in this game, and almost no truly "required" quests.
Also, quitting before you even see what a change does is not a mature thing to do.
Holycannoli wrote: »I want to just relax after work, log on, play a bit, have some fun, do my thing at my pace, and purposely outlevel the solo quests so I can get through them easier.
Holycannoli wrote: »I want to just relax after work, log on, play a bit, have some fun, do my thing at my pace, and purposely outlevel the solo quests so I can get through them easier.
Maybe you should try Toki Tori instead.
Assuming they really can't make it optional (*cough* DB/Thieves guild/etc.)
1. It slowly "descales" each time you attempt it. Problem with this is it's unintuitive. This is an RPG, as such I'd expect if I can't defeat it now then the correct response is to become more powerful so I can come back and defeat it later.
2. The level of the instance is *locked in* when you first attempt it. While this won't help people that first attempt something at the cap, it would help most players. If they try something and fail, they can, in fact, do something else until they are higher level then try again. The level will have already been "locked in" for that player.
I do think that it would be really, really handy to have the game recognize when someone is having difficulty with an encounter
This, 100%.It's ridiculous we aren't allowed to bring a friend or ask for help with our quests because it's all forced solo content. I'm not really sure why forced solo content exists in an MMO like ESO, I'll never agree with it, it should be optional.
...
Keep forced solo content in single player games where it belongs...makes no sense in an MMO.
starkerealm wrote: »Assuming they really can't make it optional (*cough* DB/Thieves guild/etc.)
1. It slowly "descales" each time you attempt it. Problem with this is it's unintuitive. This is an RPG, as such I'd expect if I can't defeat it now then the correct response is to become more powerful so I can come back and defeat it later.
2. The level of the instance is *locked in* when you first attempt it. While this won't help people that first attempt something at the cap, it would help most players. If they try something and fail, they can, in fact, do something else until they are higher level then try again. The level will have already been "locked in" for that player.
The smart approach would be to apply an "elastic" scaling. Where the further off the target level, the less it scales.
So if it's aimed at 20, and you're 24, you get a level 24 instance. If it's level 20 and you're 26-30, the instance trails behind by a level or two, 31-35, and it really starts to lag behind. So that when you're 50, it's hard capped itself at 40 or 45.
EDIT: Actually...
It might make more sense to do this as a difficulty slider system that only applies in instances. Where you pick how far off of your level up or down, the instance is. So for those who are complaining about how all the solo content is too easy, sure, let them crank everything in there up by 11 levels. For people who have issues, let them turn it down by 2 or 3 or 5 levels, so they can actually handle the content.
Exactly... A simple "Scale to Level?" yes/no choice would be far easier to implement, and is all that's really needed.LonePirate wrote: »What you propose is interesting. Just remember that ZOS needed 6+ months in order to make doors work properly in Cyrodiil. Your request is far more complicated.
LonePirate wrote: »starkerealm wrote: »Assuming they really can't make it optional (*cough* DB/Thieves guild/etc.)
1. It slowly "descales" each time you attempt it. Problem with this is it's unintuitive. This is an RPG, as such I'd expect if I can't defeat it now then the correct response is to become more powerful so I can come back and defeat it later.
2. The level of the instance is *locked in* when you first attempt it. While this won't help people that first attempt something at the cap, it would help most players. If they try something and fail, they can, in fact, do something else until they are higher level then try again. The level will have already been "locked in" for that player.
The smart approach would be to apply an "elastic" scaling. Where the further off the target level, the less it scales.
So if it's aimed at 20, and you're 24, you get a level 24 instance. If it's level 20 and you're 26-30, the instance trails behind by a level or two, 31-35, and it really starts to lag behind. So that when you're 50, it's hard capped itself at 40 or 45.
EDIT: Actually...
It might make more sense to do this as a difficulty slider system that only applies in instances. Where you pick how far off of your level up or down, the instance is. So for those who are complaining about how all the solo content is too easy, sure, let them crank everything in there up by 11 levels. For people who have issues, let them turn it down by 2 or 3 or 5 levels, so they can actually handle the content.
What you propose is interesting. Just remember that ZOS needed 6+ months in order to make doors work properly in Cyrodiil. Your request is far more complicated.
@Welka scaling is good, but the option of only having scaling if you want it is better.Sorry guys but we mustn't be playing the same game. ESO is my first MMO and its my first PC game. I face rolled all solo content with my DK stamina DW and bow, with broken armor and using hardly any potion. I have a reroll sorcerer, same scenario. Broken armor, no buff, no potion, no soul gem and fighting with a resto staff. Walk in a park, even at vet level. Just started a NB that's level 20 in DC. Same story again. Face rolling quests above my level. It's just boring.
Now the forum is becoming a joke between people complaining about forced group content AND forced solo content...
Sorry guys but scaling IS a good thing
@Holycannoli Regarding the name "Solo dungeons". This is an error on the part of the add-on maker, who has accidentally seeded a major misconception; there is no such thing as a "solo dungeon". Their correct in-game name is Delves. (And, as said above, delves are not instanced, and this is about Solo Instances.)@Welka scaling is good, but the option of only having scaling if you want it is better.Sorry guys but we mustn't be playing the same game. ESO is my first MMO and its my first PC game. I face rolled all solo content with my DK stamina DW and bow, with broken armor and using hardly any potion. I have a reroll sorcerer, same scenario. Broken armor, no buff, no potion, no soul gem and fighting with a resto staff. Walk in a park, even at vet level. Just started a NB that's level 20 in DC. Same story again. Face rolling quests above my level. It's just boring.
Now the forum is becoming a joke between people complaining about forced group content AND forced solo content...
Sorry guys but scaling IS a good thing
Absolutely. With scaling turned off, the reward would be as it is now; fixed at the level of the quest, and therefore relatively insignificant if you are playing a quest 10+ levels over. With scaling on, you'd get a meaningful reward.@Holycannoli Regarding the name "Solo dungeons". This is an error on the part of the add-on maker, who has accidentally seeded a major misconception; there is no such thing as a "solo dungeon". Their correct in-game name is Delves. (And, as said above, delves are not instanced, and this is about Solo Instances.)@Welka scaling is good, but the option of only having scaling if you want it is better.Sorry guys but we mustn't be playing the same game. ESO is my first MMO and its my first PC game. I face rolled all solo content with my DK stamina DW and bow, with broken armor and using hardly any potion. I have a reroll sorcerer, same scenario. Broken armor, no buff, no potion, no soul gem and fighting with a resto staff. Walk in a park, even at vet level. Just started a NB that's level 20 in DC. Same story again. Face rolling quests above my level. It's just boring.
Now the forum is becoming a joke between people complaining about forced group content AND forced solo content...
Sorry guys but scaling IS a good thing
Yep, then the reward and XP must be optional too...
Absolutely. With scaling turned off, the reward would be as it is now; fixed at the level of the quest, and therefore relatively insignificant if you are playing a quest 10+ levels over. With scaling on, you'd get a meaningful reward.@Holycannoli Regarding the name "Solo dungeons". This is an error on the part of the add-on maker, who has accidentally seeded a major misconception; there is no such thing as a "solo dungeon". Their correct in-game name is Delves. (And, as said above, delves are not instanced, and this is about Solo Instances.)@Welka scaling is good, but the option of only having scaling if you want it is better.Sorry guys but we mustn't be playing the same game. ESO is my first MMO and its my first PC game. I face rolled all solo content with my DK stamina DW and bow, with broken armor and using hardly any potion. I have a reroll sorcerer, same scenario. Broken armor, no buff, no potion, no soul gem and fighting with a resto staff. Walk in a park, even at vet level. Just started a NB that's level 20 in DC. Same story again. Face rolling quests above my level. It's just boring.
Now the forum is becoming a joke between people complaining about forced group content AND forced solo content...
Sorry guys but scaling IS a good thing
Yep, then the reward and XP must be optional too...