This is the primary reason for my annoyance toward most of the people that would vote against making this new level-scaling an optional feature.tinythinker wrote: »I don't see why it's one player's business why another player might want to over-level. If someone just wants a completion and a skill point, why does that matter? If someone has less skill than another player, who cares? If someone has reasons for wanting to solo grouped instances (difficulty finding groups at level because of issues like being on briefly at odd times, consistently bad luck with unreliable pick-up groups, not wanting to wait to do questing to stay "at level" for the instance, etc), what difference does it make?
tinythinker wrote: »How to Enjoy the Game?
Regardless of how scaling is implemented or eventually adjusted (I'm not arguing for or against it here), threads like this raise questions about how people think the game should be played. In this case, whether there is a right or acceptable way to enjoy the game.
driosketch wrote: »@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.
So far, I've not seen any viable or valid argument against making this new feature optional from anyone. All I've seen are a bunch of players taking the typical attitude of "L2P, or GTFO my ESO!" And that is a real shame.
tinythinker wrote: »So far, I've not seen any viable or valid argument against making this new feature optional from anyone. All I've seen are a bunch of players taking the typical attitude of "L2P, or GTFO my ESO!" And that is a real shame.
I can think of a couple reasons beyond that, though whether people feel they are good or not is a different matter.
One was already mentioned -- that it might be confusing when trying to use something like the grouping tool. For solo content a toggle for scaling wouldn't have this issue, but for grouped content it could lead to confusion or conflict among players as well as within the code.
The other is the change to the Undaunted Guild. One of the stated reasons from ZOS for introducing scaling is to allow people to "go back and revisit their favorite dungeons". While some players have suggested this is being done to prepare for the Championship System (a reasonable speculation), the PTS patch notes follow in the same sentence introducing scaling by referring to the new Undaunted Pledges. I am wondering if ZOS was concerned about people completing the "easier" pledges with veteran characters and selling the loot.
Admittedly, that may be the one and only even remotely viable gripe. But as you say, it only applies to the group instances, and the solo instances seem to be the far bigger concern for the lack of the options. Perhaps the group instances are always scaled unless you try to enter them solo, and then you can choose? That would be fair enough compromise to me, since there would still be the work-around of finding a low-level player to be "group leader" and force a group instance to remain un-scaled.tinythinker wrote: »... it might be confusing when trying to use something like the grouping tool. For solo content a toggle for scaling wouldn't have this issue, but for grouped content it could lead to confusion or conflict among players as well as within the code.
All they would need to do here is force the pledges to only work in the level-scaled instances.tinythinker wrote: »The other is the change to the Undaunted Guild. One of the stated reasons from ZOS for introducing scaling is to allow people to "go back and revisit their favorite dungeons". While some players have suggested this is being done to prepare for the Championship System (a reasonable speculation), the PTS patch notes follow in the same sentence introducing scaling by referring to the new Undaunted Pledges. I am wondering if ZOS was concerned about people completing the "easier" pledges with veteran characters and selling the loot.
Sure. But again given what's happened in the past I can see that functionality being buggy. Again, I was trying to think of reasons for scaling that didn't involve criticizing the motives of those who want it to be optional, not making a case against scaling or an option to toggle scaling.All they would need to do here is force the pledges to only work in the level-scaled instances.tinythinker wrote: »quote="tinythinker;1345087"]The other is the change to the Undaunted Guild. One of the stated reasons from ZOS for introducing scaling is to allow people to "go back and revisit their favorite dungeons". While some players have suggested this is being done to prepare for the Championship System (a reasonable speculation), the PTS patch notes follow in the same sentence introducing scaling by referring to the new Undaunted Pledges. I am wondering if ZOS was concerned about people completing the "easier" pledges with veteran characters and selling the loot.
tinythinker wrote: »
One was already mentioned -- that it might be confusing when trying to use something like the grouping tool. For solo content a toggle for scaling wouldn't have this issue, but for grouped content it could lead to confusion or conflict among players as well as within the code.
Update 5 has some significant changes to the grouping tool, so hopefully it will be more useful going forward. I've used it, but like anything it works best during the busiest times for a given day.tinythinker wrote: »
One was already mentioned -- that it might be confusing when trying to use something like the grouping tool. For solo content a toggle for scaling wouldn't have this issue, but for grouped content it could lead to confusion or conflict among players as well as within the code.
Just pointing out that your reason for not having an option is something that people hardly ever use to begin with.
Thank you for commenting.Differently abled person here. I am officially disabled and agree that forcing leveling on the solo dungeons is a bad idea. I understand that the game will not accommodate me for PvP and have reconciled myself to the fact that I probably will never be able to play those parts of the game. But for PvE, there are some of the bosses in the MQ especially that require some skills that my hands/fingers just cannot do. The only way I got through these was to out-level them. I love this game and want to continue playing. I am not asking that ZOS nerf the whole game to accommodate me but to build in some flexibility for those of us who need it.
It's harder for zone content when you are going back to earlier stages because of the people for whom, say, a VR10 encounter would be instant death. And if you make a "new" instance of older content once you graduate from a zone, you ca't go back to help other people. Not sure how many people want to go back for instanced, harder versions of the same boss battles to old questlines.I didn't even know about this TBH, but I think it will be a great addition. This is something I was actually just thinking about yesterday as I left one of the first main zones. I left a whole lot of content behind because it was getting too easy as I outleveled it.
I would love it if they could add this feature to a limited extent even in non-instanced zones. For example, if I am questing in an old, lower-level zone just to clean up unfinished quests, it would get boring to just faceroll everything because I outlevel it by 10. Once in a while it would be nice if they threw in an obstacle worthy of a higher level character... perhaps some of the phased final bosses could be scaled?
Might be hard to implement. But by and large I agree it's a good idea but should be optional.
phreatophile wrote: »I couldn't find a choice I could really get behind so I didn't vote.
As I understand it, the instance scales to the group leader. So there is a built in way to instance the dungeon to a higher or lower level than yourself is you so desire.
My question: right now, you get a skill point for finnishing the dungeon normally and another for veteran completion (correct me if I'm wrong) What happens if you didn't do any dungeons until you hit VR? Have you forfeited 16 skill points?
Not sure what category it fits in, but I think having an option or something popup is "jolting".
Not sure what category it fits in, but I think having an option or something popup is "jolting".
Your right, it would be jolting. However this does not need to be done for each dungeon, this can be set as a character global, much like the Veteran or Normal Dungeon Setting is now in the Group Window.
I think you'd be surprised by the number of people that never look at the options. Unless it defaults to don't scale, it needs to be more... natural.
I do believe that ZOS should make Dungeon Scaling an option and for the exact same reasons you pointed out. I know my wife was very close to quiting the game during the Lyris Doppelganger phase of the main storyline. It was so frustrating for her that it actually brought her to tears. The only reason she didn't quit is because I encouraged her to keep trying, and then she overleveled enough to finally be able to get through that part of the game. If she wasn't able to overlevel the quest, I would now be playing the game solo. Not everyone comes from a WoW game playing background and it takes time to gather the experience and understand the builds to be able to get through some of the tougher parts of the game. Give the casual players a chance.
phreatophile wrote: »I couldn't find a choice I could really get behind so I didn't vote.
As I understand it, the instance scales to the group leader. So there is a built in way to instance the dungeon to a higher or lower level than yourself is you so desire.
My question: right now, you get a skill point for finnishing the dungeon normally and another for veteran completion (correct me if I'm wrong) What happens if you didn't do any dungeons until you hit VR? Have you forfeited 16 skill points?
Yes, but when the first mob picks them up by the scruff of the neck and throws them out the door, they will figure it out.
Or, make the current normal the default, then give they can choose the option to make it scaled.
You fail to remember that Zenimax has stated that they're adjusting difficulty dynamically so that when content gets too hard for your group, it'll get progressively easier. It kind of makes sense, then, to scale the dungeon on initial spawn.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.
And pretty much everything else in your comment was a list of very good ideas that I actually agree with, but that unfortunately have nothing at all to do with the system they are currently scheduled to implement.
No, what I'm referring to is Final Fantasy 14's level scaling. It's quite possibly the only MMO in the market that manages to do scaling properly and it's an automated and very simple system.Merlin13KAGL wrote: »@Gix , there are a few issues with this. First, there are limits to scaling down. The other aspect that goes along with this and what you are asking for involved contribution.
They're changing it so if you are more than 5 Vet levels below the next guy, you have to contribute so much damage or you get no XP's/Loot. So you're not automatically going to be able to help your scaled down friends as much as you think.
What you are referring to is another version of Battle Leveling. That's the other extreme, and would cause little reason to approach anything at level.
Merlin13KAGL wrote: »
@Nestor , to summarize and emphasize:
PTS 'Normal Wayrest Sewers' (Normally a L30 Group Dungeon)
Scaled to VR7...
Solo entry to check for ugly factor.
2 croc's, 5 skeevers, much death (mine.)