LOL... I never even noticed that. GG ZOS.Ironic as one of the screens in the Death Recap suggest that you come back with a friend to help you win the battle......
I wasn't even aware this also applies to solo dungeons.
Now this is bad, since it might stop some people from completing quest lines.
Just to clarify, this is applied to the Solo Dungeons that you are forced to do Solo in the Main Quest, Fighters and Mages. The other dungeons that you can do solo or with others will not scale like this.
Ironic as one of the screens in the Death Recap suggest that you come back with a friend to help you win the battle......
I think scaling should be optional if they are going to implement it. Is it going to make those battles harder if they scale? I haven't really seen an answer to that issue.
I think scaling should be optional if they are going to implement it. Is it going to make those battles harder if they scale? I haven't really seen an answer to that issue.
For some people,"improvement" is not an option. Take a look at all the people in the other threads complaining that a physical limitation makes it far harder for them to complete stuff. Are you saying that ZOS should just forfeit that 5% (and I suspect it's far more than you think) of their subscription fees so the rest of the players can... what... "feel more elite" or something?Im pro casual rights, but people need to be willing to try and improve. If you cant do something 95% of people can do, then you need to re-asses how you approach it, maybe look up what to do, ask for advice. Just don't ask to have someone else do it for you, which is what allowing grouping does.
Also, you are guilty of another misguided argument I've heard against making the scaling optional: Saying that "demanding that a game NOT be made harder" is equivalent to "demanding that a game be made easier." They are two different things -- asking ZOS to "nerf existing content" is completely different from asking them to "not alienate existing players by forcing existing content to be harder."
Nowhere am I asking that end-game content be nerfed. I'm already well aware of what my partner and I will not be able to do come endgame, and content that I know we won't be able to enjoy together. We can both accept that. What I'm adamantly against is making existing Main Storyline solo content harder than it currently is, which is exactly what they are doing.Excellent point. Since Craglorn is all group content, and not something that I expect to be able to complete with just myself and one other person with minimal skill, I have since already accepted Craglorn as something I'm not going to be able to participate much in with my partner, and I knew that was going to happen before I ever even suggested that we play together. That leaves Cadwell's Silver and Gold as the only endgame content we will be able to enjoy together. But OH WAIT, we won't be able to do that either, because the main quest is gated with forced solo (and soon to be forced level-scaled) quests that will be very difficult for my partner to complete on her own. Thanks for that, ZOS.The main reason is, in the regular game, you can find someone to help you with a tough boss or a nasty regular dungeon. In the Main Story and FG/MG, you are forced to be solo, so no way to get help with those. I feel that this will stop some people from playing the game after Coldharbor as they need to complete the main story to get to Caldwell's quests. Sure, some people can and will skip the MQ, then all they have is Craglorn to grind with.
Your not going to convince me that is a good idea. It's not elitist, when the vast majority of people don't struggle with it. Maybe you need to look up what elitist means. Elitist would mean only a few can do it.
Also if you dumb down a game so it's easy for people with disabilities to play, you just made it far too easy for everyone else. That may not make me popular, but it's true.
So if they dumb down so even the last 5% can do it, they could find they loose more than 5% from the other end. They have to balance for a mid point or slightly below that.
If they balance for the lowest skill players, it ends up like modern schools, that discourage competition, then all the kids moan when they can't find jobs, in the competative job market.
Your not going to convince me that is a good idea. It's not elitist, when the vast majority of people don't struggle with it. Maybe you need to look up what elitist means. Elitist would mean only a few can do it.
Also if you dumb down a game so it's easy for people with disabilities to play, you just made it far too easy for everyone else. That may not make me popular, but it's true.
So if they dumb down so even the last 5% can do it, they could find they loose more than 5% from the other end. They have to balance for a mid point or slightly below that.
If they balance for the lowest skill players, it ends up like modern schools, that discourage competition, then all the kids moan when they can't find jobs, in the competative job market.
Once again, your entire argument is moot, since no one is asking for anything to be "dumbed down." We are simply asking that they don't make a change that will drastically increase the difficulty of the existing game. Huge difference there.
And even if we were asking for the forced solo instances to not be forced solo (which is a completely different argument, but that would help the situation greatly as well), I could still argue that that's not "dumbing down" anything either, since players are still free to do those instances solo!
Also, given the number of people in this thread alone, I wouldn't say the "vast" majority of people don't struggle. There seems to be a great many people that would view this change as a roadblock (and hence, likely eventually cancel their subs) if the scaling isn't optional.
Again, making the scaling optional does NOT "dumb-down" the game in any way, whatsoever, from its current state. Please stop saying that it would.
{edited to fix screwed up quoting}
You misinterpreted my response. I'm not referring to the poll results, as you are correct, most of the people saying that it should be optional are also saying that they don't have a problem with the scaling.Now your flat out making stuff up. The number of people saying it's good to make it optional, is not the same as them saying they find it a road block to thier progress.
By all means make a new poll if you like, asking if people think the main story and guild content is too hard, that may give you an answer to the question you claim they are giving you.
You just can't claim they are agreeing it's too hard, because they say making it optional would be nice.
Exactly which quest are you struggling with so badly? What did you do to find out how to make it easier for yourself? Where did you ask for advice? Or did you not do any of he above and you think you should not need to try and adapt?
Good try... but I suggest you re-read... well, anything in this thread. The more major concern is the solo instanced dungeons that make up the entirety of the Main Quest, and both the Fighter's and Mages Guilds. The level scaling affects these as well.eventide03b14a_ESO wrote: »There is absolutely nothing requiring anybody to complete these dungeons.
eventide03b14a_ESO wrote: »There is absolutely nothing requiring anybody to complete these dungeons. Especially if you're not getting loot or experience anyway. If people need it to be ridiculously easy just to complete it then what's the point? So that you can have a participation trophy? Even if someone is "differently abled" do they really want some accomplishment handed to them? If that's the game you want to play I hear WoW is giving away level 90 to everyone who buys their expansion. Seriously folks, if you are that horrible that 3 other people cannot make up for your terribleness in a group dungeon then you probably need to find another game to play.
I wasn't even aware this also applies to solo dungeons.
Now this is bad, since it might stop some people from completing quest lines.
Just to clarify, this is applied to the Solo Dungeons that you are forced to do Solo in the Main Quest, Fighters and Mages. The other dungeons that you can do solo or with others will not scale like this.
Ironic as one of the screens in the Death Recap suggest that you come back with a friend to help you win the battle......
So... screw anyone that up until now has found a way to enjoy the game, because you don't want to have to think for an extra half-a-second on what you need to click when entering an instance. Gotcha.The more "options" you provide, the more complicated you make it for everyone... for no other reasons than just have it tailored to a very specific group.
The only dungeons that this affects are the instanced ones, but yes, for the "Group Dungeons" like Spindleclutch and Fungal Grotto, as it stands now, they will scale to your level, even if you enter them solo. Did you like going back and trying to solo those group instances just for fun after you were over-leveled for them? Well, too bad, you can't do that anymore.If I go into any group dungeon alone, am I a "group" of 1 and therefore the "leader", whom the dungeon "scales to"?
But, I wonder if it is true?
If I go into any group dungeon alone, am I a "group" of 1 and therefore the "leader", whom the dungeon "scales to"?
It was a mistake when they nerfed the solo dungeons instead of allowing you to group. You would think that any encouragement to group would be used; especially a painless way such as inviting one person for a solo dungeon.Ironic as one of the screens in the Death Recap suggest that you come back with a friend to help you win the battle......
Yeah I remember that being said somewhere a while ago, but there has been no mention of it since. If that does indeed happen, then I have less of a problem with the forced scaling. But will the rewards scale down as well?I am confused. Didn't nick say that they would scale difficulty down eventually after the player fails a certain amount of times? I know I heard that from a zos person. I
If so I think it was dynamic difficulty or something, this entire discussion is moot. If you fail it gets easier until you can do it.
And I wouldn't want it to be automatic - some folks want the challenge of replaying something until they get it right.I am confused. Didn't nick say that they would scale difficulty down eventually after the player fails a certain amount of times? I know I heard that from a zos person. I
If so I think it was dynamic difficulty or something, this entire discussion is moot. If you fail it gets easier until you can do it.
The way the patch notes description reads, the level is set upon "entering the instance", and a new "instance" is created each time you revisit an instanced area. If you leveled while in the instance, the scaling wouldn't be changed.FishBreath wrote: »Doesn't the scaling only happen once when you visit an area? If you aren't able to complete it you can come back later over-leveled.
Solo scaling is determined by your level upon entering the instance, and remains there for the session.
I think I understand your concern, but I don't feel like that would make the situation any worse than it currently is (in the live game now) where the scaling doesn't exist yet. The same number of people would wait to over-level the instance if the scaling was optional as they do currently. And if they forced the scaling, I still don't see how that would help, since players of varying levels still couldn't group together without either having higher-level players face-roll the content (if the group leader was lower-level), or lower level players being useless (if the group leader was higher-level).If scaling is optional, a lot of players (dare I say a majority) wont be available for dungeon groups on level. They will solo at level cap instead, to get the achievement, skill points and story the easy way.
That's the argument for not allowing optional scaling I guess. Will be harder to find groups, for those that actually wants to do more challenging stuff on level.
There is still an advantage (other than maintaining the challenge) to doing the quests at their intended level (or using the scaling once implemented): exp and loot.
And even all that aside, that still wouldn't explain the necessity to force the scaling on the solo instances.
While I totally get why the level scaling would be a major advantage to have as an option, I still don't understand any reason why it would need to be forced.
driosketch wrote: »I took a level 40 character through the first fighter's guild quest. With all the skill points to spend, scaled Dosha fell as quickly as she did when you are 10 levels over her. Limiting myself to just critical charge and two handed strike to drag the fight out, but still with the passives, I notice Dosha's fight is far far easier than back in the Beta days. The bonus was that the quest reward was scaled to my level, which actually makes me want to hold off on the solo quests.
That being said, even though I know they've made a number of the battles easier, I would still be in favor of having some sort of difficulty slider.
Yes, but how do you get to the person who transports you there? I have only seen him in the VR Instances. I think. Maybe he is outside of Elden Root for my AD VR Characters, none of them spend much time in the leveling zone instance of Grahtwood anymore. I don't think I have seen him with my DC character in the leveling zones, but I am not looking for him there.
Making the scaling optional and going even further to add a difficulty slider, modifying the rewards and xp accordingly, really would be the best way to go. People who want the added challenge should be allowed to have that challenge. But people who have disabilities that impact their game play or who just plain aren't very good at playing should still be allowed to have fun too. If the appropriate options and corresponding rewards are offered, no one has to rage quit over this.
The more "options" you provide, the more complicated you make it for everyone... for no other reasons than just have it tailored to a very specific group.
I want to be able to party up with friends who are WAY bellow my level and help them out without boring myself (and my friend) to death because I'm killing everything by sneezing at them.
I want to SCALE DOWN.
The best way to accommodate the "younger, casual and differently-abled players" as you put it (way to speak for a crowd you don't represent, btw) is to bracket the levels.
Fungal Grotto (for example) : Lets say its lvl 12-to-18. It gives plenty of levels so that "those guys" can still get to overpower (to some degree) the content and scale down anyone who is above the bracket to 18.
A cool addition would be to scale UP (to 12, for Fungal Grotto, for example) for anyone who's too low level for a particular dungeon. Let them see the content that their high-leveled friends are experiencing.
So that friends can play together. You know... the whole point of MMOs.
To go back to my original point, though, more buttons/checkboxes just add to the cacophony of buttons, levels, ranks, stats, rewards that already exists in the game.
"LFG, vet grotto no-scale, need achievement, cloth&staves only, vr14" Geez, how long is this going to get?
Boom! Everybody scales. Simple. Elegant.
The simpler you make it, the easier people understand what's happening; including "those guys".
I wasn't even aware this also applies to solo dungeons.
Now this is bad, since it might stop some people from completing quest lines.
Just to clarify, this is applied to the Solo Dungeons that you are forced to do Solo in the Main Quest, Fighters and Mages. The other dungeons that you can do solo or with others will not scale like this.
Ironic as one of the screens in the Death Recap suggest that you come back with a friend to help you win the battle......
The bolded comment has been said by a lot of people.
But, I wonder if it is true?
If I go into any group dungeon alone, am I a "group" of 1 and therefore the "leader", whom the dungeon "scales to"?
@Merlin13KAGL at least twice after launch and once more during beta from what I remember. I think there was one more that affected the health orbs recently. They're like giant slow moving opaque balls now.they nerfed the crap out of Doshia shortly after launch. Things like that will be easier in the sense that you will have more skillpoints (and likely better gear) available