Lord Xanhorn wrote: »So one of the more important things I got from the ESO live was the content will scale to your level. Does that mean that it will basically be Oblivion where everything you fight will always be your level? This kinda sucks and take away any feeling of growth or progression you get from your character.
Hows this even gonna work in an MMO with other people with other levels are all in the same area? Will everything be instanced to just me? Sounds like the DLC is basically going to be Oblivion Online.
Lord Xanhorn wrote: »starkerealm wrote: »As a general statistic, roughly 2% to 5% of an MMO's population will ever reach and participate in end game content.
OK I can't let this pass. This statement is absurd.
MasterSpatula wrote: »starkerealm wrote: »MasterSpatula wrote: »The sense of progression is essential to me. Once it's lost, it's no longer a good RPG. This is why I never play Oblivion without mods to fix the scaling (though none of them really got it right, IMO).
Not even the one that would completely randomly populate the world, so you could see crap like Land Dreugh wandering around as soon as you exited the sewers?
Especially those ones. The area around the Imperial City is the most civilized part of Tamriel. Having high-end dangers right outside the major population center of a continent made no sense, no matter what my level was. High-end enemies should have dominated the more remote areas of the map, while the dangers in the middle of the map should have been more suited to an area heavily populated by non-combatants.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »starkerealm wrote: »Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Or why not create content for those more dedicated players, rather than tell them to F off from your casual game?
Oh right, $$$-
I get that you're being sarcastic, but, really, think about this for a second.
You're running a business. Why are you going to throw, say, 10%-20% of your current operational budget at something that will only be consumed by 2%-5% of your customers? With the added bonus that it will alienate some of your customers causing them to leave.
The vet upgraded dungeons are a compromise on this, with content for that 2%-5%, without having to actually commit serious funds to building entirely fresh content, or risking alienating players.
But, we've seen people trying to go and make the ultra-hardcore MMO for the Dark Souls generation. And... Secret World is pretty dead. The starter zones have the population you'll see in ESO's vet zones. Get into the late game content, and you can see a handful of players running around doing their dailies, but that's about it.
You're actually pretty off base here.
First and foremost, every player eventually becomes better by playing.
No one gates bad by playing the game, so unless someone stops playing for a year, eventually, everyone will be able to tackle and enjoy the content.
Statistically, no, "everyone won't."
Steam gates achievements based on, "did you actually play the game?" and then counts you against the global pool. What this shows is, with a lot of games, between 5% and 15% of players never even see the first "gimme" achievement (when there is one.)
They start up the game, and for whatever reason never get started.
When you look, at that, (and yes, I'm talking about single player games) there is a sharp drop off in how long people spend playing a game.
Also, some MMO developers in the past have talked more openly about what chunks of their games' populations advance through the content. that's where the 2%-5% number comes from. Which is why I said it isn't just an ESO statistic. This is MMOs in general.
MMOs demand a huge time commitment to get to endgame. Most people don't stick with a single game for years at a time. They'll play a game for 40 to 100 hours, get their money's worth, usually finish it in that time and move on.
It's not a conscious choice, but the game just doesn't hold their attention that long.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »Second, if WoW losing millions of subscribers taught us anything, making the game easier is a mistake. The same patern repeated in all games that did the same error.
This hard content is that you do not have acces to, or aren't able to achieve yet, is the carrot. It serves as a motivation to play more to improve both your character and your own skill.
Working as a team to improve your runs provides the social hooks to remain in game too. Those guys need you and you need them and once you achieved something, it is your success, you earned it.
Game difficulty is a completely different issue. Ask The Secret World how they're doing right now.
Dark Souls (and to an extent Demon's Souls) proved to the industry that there is a market for really difficult content. Some players really go for that. Some don't.
Players who don't can just as easily end up frustrated with the game. Especially if their losses feel like the result of things beyond their control. In those cases, simply ramping up the difficulty can result in disgruntled ex-players actually undermining a game's presence elsewhere. Again, go find any Secret World article on someplace like Massivly and look at the comments.
starkerealm wrote: »But, even if you make it easy, it won't matter. If content is buried 200 hours into an MMO, most players will simply never see it. For someone who has a life, and can only game for 1 to 2 hours a night, a 200 hours climb through the ranks, can easily mean they're looking at four to eight months of playing the same game, never getting bored, and never switching to an alt, in order to access that content.
In many cases, once they do get there, they'll find themselves presented with players who got there within two weeks of launch, and have worked the content into a finely honed system, and will flip out at any newbie who wanders in and ruins their run.
A lot of time, the reason I see attributed to WoW's declining numbers has nothing to do with the game's difficulty being nerfed. The issue was, all of the new content was gated behind a massive timesink.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »Third, Trials and their leaderboards are a great tool to motivate what I said before, and we need more and harder ones.
Scaling the existing ones would be imposible. How can you have a leaderboard representing a competition of players if they don't all tackle the same challenge.
To someone who's specifically looking to be competitive, sure. To literally anyone else? Not so much. To an "average" (yes, I know that's a loaded term) new player firing up the game, the first thing they're not going to do is fire up the leaderboard, and immediately decide how they'll get their name on it.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »And finally, and most important point, those 2-5% players are your most loyal fans. They are those releasing videos of their runs, posting guides about builds and content, they are the core members of guilds and the ever present guys necessary for a snowball effect to occur.
Well, you said your first accurate thing... and then tripped and landed on your face.
2%-5% of the players are the game's most loyal. They will stick around and, in general, a game has to screw the pooch something fierce to chase them off... but, at the same time, they're not the ones making videos.
If a game has a population of 250,000 players, that would mean at least 10,000 of them would be active on youtube, twitch, or someplace else. For your actual content producing entertainers? At a rough estimate, you're looking at something closer to 0.05% of your population. Give or take. Or 50 per 100k.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »If there isn't enough room in a game for hardcore PvEers, then the community cannot prosper.
Without a population an MMO can't survive. Just, flat fact. It doesn't matter how many subscribers you have, the less coherent the community, the more they'll fracture and spin off. Ironically, one of the things ESO doesn't do that well. But, it hasn't been a fatal issue yet.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »Optional scalling of some content is fine. The solo instanced ones should have both options. Same for dungeons. But the veteran version, trials and some new added zones need to be a "next step" evolution for your character.
If you get that far. You seem to have some idea that people leave because they get frustrated. That's probably true in some cases, but in general, this is just about people getting bored with playing the same game night after night, and wandering off to find something new.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »starkerealm wrote: »Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Or why not create content for those more dedicated players, rather than tell them to F off from your casual game?
Oh right, $$$-
I get that you're being sarcastic, but, really, think about this for a second.
You're running a business. Why are you going to throw, say, 10%-20% of your current operational budget at something that will only be consumed by 2%-5% of your customers? With the added bonus that it will alienate some of your customers causing them to leave.
The vet upgraded dungeons are a compromise on this, with content for that 2%-5%, without having to actually commit serious funds to building entirely fresh content, or risking alienating players.
But, we've seen people trying to go and make the ultra-hardcore MMO for the Dark Souls generation. And... Secret World is pretty dead. The starter zones have the population you'll see in ESO's vet zones. Get into the late game content, and you can see a handful of players running around doing their dailies, but that's about it.
You're actually pretty off base here.
First and foremost, every player eventually becomes better by playing.
No one gates bad by playing the game, so unless someone stops playing for a year, eventually, everyone will be able to tackle and enjoy the content.
Statistically, no, "everyone won't."
Steam gates achievements based on, "did you actually play the game?" and then counts you against the global pool. What this shows is, with a lot of games, between 5% and 15% of players never even see the first "gimme" achievement (when there is one.)
They start up the game, and for whatever reason never get started.
When you look, at that, (and yes, I'm talking about single player games) there is a sharp drop off in how long people spend playing a game.
Also, some MMO developers in the past have talked more openly about what chunks of their games' populations advance through the content. that's where the 2%-5% number comes from. Which is why I said it isn't just an ESO statistic. This is MMOs in general.
MMOs demand a huge time commitment to get to endgame. Most people don't stick with a single game for years at a time. They'll play a game for 40 to 100 hours, get their money's worth, usually finish it in that time and move on.
It's not a conscious choice, but the game just doesn't hold their attention that long.
Thank you for the great thoughout reply.
To the first part of this, that's why I said "everyone gets better by playing a game". Those that just launched the game once and never played it do not count. They didn't enjoy the game and stopped.
frosth.darkomenb16_ESO wrote: »However, an actually active player will get better by playing. Maybe he'll peak some time in his personal skill, but if he continues to play, he won't become worse and will have other avenues to grow (CP, gear, etc).
frosth.darkomenb16_ESO wrote: »And yes, only 5% of people reach the highest end content, but people are reading this wrong.
That's a good sign, not a bad sign. It means the game has a challenge.
frosth.darkomenb16_ESO wrote: »As long as you know you have new things to experience in a game, you'll keep playing it. As soon as you've reached all content, there is no longer that carrot.
That is why it makes sense for MMO devs to focus 15-30% of their work load for higher end content. It gives the game longevity.
frosth.darkomenb16_ESO wrote: »Those players that do not stick to a game for years are doing it for various reasons. Some aren't MMO players yet still buys them for the initial rush. But mostly, it's because of the same line of thinking that everyone should be able to do 100% of the content easily.
If most players have seen all they have to see in your game after a couple months, then why should they stick to your game?
No amount of content will ever suffice to please a population if you create said content with this philosophy.
frosth.darkomenb16_ESO wrote: »I'd also argue that game hopers are of no interest to MMOs. They aren't the commited type of gamers so no matter what you do to please them, you'll never keep them. They'll buy into your game no matter what anyway.
It is much smarter as a business to focus on your core audience and players that will remain your customers for years.
That's how early WoW was made, that's how Eve Online is made today and that's how all successful games are made.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »Second, if WoW losing millions of subscribers taught us anything, making the game easier is a mistake. The same patern repeated in all games that did the same error.
This hard content is that you do not have acces to, or aren't able to achieve yet, is the carrot. It serves as a motivation to play more to improve both your character and your own skill.
Working as a team to improve your runs provides the social hooks to remain in game too. Those guys need you and you need them and once you achieved something, it is your success, you earned it.
Game difficulty is a completely different issue. Ask The Secret World how they're doing right now.
Dark Souls (and to an extent Demon's Souls) proved to the industry that there is a market for really difficult content. Some players really go for that. Some don't.
Players who don't can just as easily end up frustrated with the game. Especially if their losses feel like the result of things beyond their control. In those cases, simply ramping up the difficulty can result in disgruntled ex-players actually undermining a game's presence elsewhere. Again, go find any Secret World article on someplace like Massivly and look at the comments.
That's addressed by the point I made just before.
WoW stoped at some point focusing on its core audience and started making changes to please fleeting players rather than commited ones.
The result was that they lost millions of subscribers in the process.
Dificulty isn't making a game punishing, but providing a challenge to all gamers.
With a proper ladder of content where each player can progress at their own pace, there is little frustration possible.
The issue is when the players start seeing that the ladder is almost finished, they lose motivation to continue climbing since they have not many things left to see.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »But, even if you make it easy, it won't matter. If content is buried 200 hours into an MMO, most players will simply never see it. For someone who has a life, and can only game for 1 to 2 hours a night, a 200 hours climb through the ranks, can easily mean they're looking at four to eight months of playing the same game, never getting bored, and never switching to an alt, in order to access that content.
In many cases, once they do get there, they'll find themselves presented with players who got there within two weeks of launch, and have worked the content into a finely honed system, and will flip out at any newbie who wanders in and ruins their run.
A lot of time, the reason I see attributed to WoW's declining numbers has nothing to do with the game's difficulty being nerfed. The issue was, all of the new content was gated behind a massive timesink.
Just to know that there is 200 more hours of content left to go is a motivation to remain susbcribed. Higher end content is just what you add on top to extend that number for all players.
frosth.darkomenb16_ESO wrote: »I think you misunderstand the point of MMOs. The concept at its core is: "games you can play forever thanks to the subscription fee."
It's not just because you pay to access the game forever but because you pay for the game to get updated forever.
4 to 8 months of content ahead of you is a selling point, not a flaw in design.
frosth.darkomenb16_ESO wrote: »Heck, I've been forced by life to be extremely casual on ESO for the past few months, yet I remained susbcribed. First, even if I played 5-10h per month, this is great value for $ spent for entertainment.
frosth.darkomenb16_ESO wrote: »Also, I knew I still had a lot of content to go through and that my continued support would mean they'll add content faster than I can consume it and when I'll have time to go hardcore again, I won't be done in a week.
frosth.darkomenb16_ESO wrote: »The players that got to the top within two weeks of the launch got there because the game was not tailored to challenge them. This is a flaw in recent games. But also, it is the nature of themepark games with heavy instancing to separate players. Those hardcore players are i ntheir own guilds and they have little impact on your casual guild ,aside from the guides they provided to you.
In essence, hardcore players are very useful to a game comunity.
And finally, the reasons you may have seen were wrong.
The content in early WoW was gated by an even larger timesink. And not only a timesink but also a player skill wall in many occasions.
Yet, that's when it grew the most.
frosth.darkomenb16_ESO wrote: »Blizzard spent around 3 expansion being wrong too, when their core audience was yelling to them that they should turn themselves around.
There was a point where Blizzard flat out said that WoW would never grow again. But just the plans of this latest expansion going back to the game's roots have increased their subscribers ahead of its actual launch.
frosth.darkomenb16_ESO wrote: »A similar thing occured on ESO. Just the hype of 1.6 getting released got more players playing even before it got released.
That's the beauty of the subscription model, if players have things to look forward to, they pay.
And the champion point system is something players can look forward to for a long time, seing as it is designed for at least 3600 hours to max out.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »Third, Trials and their leaderboards are a great tool to motivate what I said before, and we need more and harder ones.
Scaling the existing ones would be imposible. How can you have a leaderboard representing a competition of players if they don't all tackle the same challenge.
To someone who's specifically looking to be competitive, sure. To literally anyone else? Not so much. To an "average" (yes, I know that's a loaded term) new player firing up the game, the first thing they're not going to do is fire up the leaderboard, and immediately decide how they'll get their name on it.
True, but it eventually will be one of their activity once they reach that point in the game. Having players to be competitive with is a dynamic challenge, one that never ends. It not only gives content for the individual, but as it is mostly based around groups, it gives the social hooks necessary for MMOs to grow.
What I mean by social hooks is: If you have friends in a game, and you have activities to do together that makes you all gain something together, then you're most likely to remain subscribed to keep in touch with those people and not "let them down". The gregarious instinct of humans is not to be underestimated.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »And finally, and most important point, those 2-5% players are your most loyal fans. They are those releasing videos of their runs, posting guides about builds and content, they are the core members of guilds and the ever present guys necessary for a snowball effect to occur.
Well, you said your first accurate thing... and then tripped and landed on your face.
2%-5% of the players are the game's most loyal. They will stick around and, in general, a game has to screw the pooch something fierce to chase them off... but, at the same time, they're not the ones making videos.
If a game has a population of 250,000 players, that would mean at least 10,000 of them would be active on youtube, twitch, or someplace else. For your actual content producing entertainers? At a rough estimate, you're looking at something closer to 0.05% of your population. Give or take. Or 50 per 100k.
I gave more than one activity, not all being done by all. Being a core member of a guild is more than enough to be a comunity pilar.
As i said, social hooks are important.
But you're underestimating boredom and what can be considered fierce.
frosth.darkomenb16_ESO wrote: »By not focusing on your core audience, those that would be playing for years, you are being fierce against them.
You are not focusing on them simply by designing a game that can't be played for years.
frosth.darkomenb16_ESO wrote: »If they no longer have steps to climb on the metaphorical ladder, your game has no longer any thing to provide for them.
If those players leave the game rather than remain, you have high turn over because every single less commited player will leave at the same point or earlier.
Making more players have the option to be dedicated is what creates player retention, and by extension, growth of the player base.
No, that was a reading comprehension failure on your part. ESO does not do a good job of creating a unified homogeneous community. That said, it was something the developers explicitly did not want. And, why we don't have a single unified auction house, or a lot of custom multi-guild channels.frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »If there isn't enough room in a game for hardcore PvEers, then the community cannot prosper.
Without a population an MMO can't survive. Just, flat fact. It doesn't matter how many subscribers you have, the less coherent the community, the more they'll fracture and spin off. Ironically, one of the things ESO doesn't do that well. But, it hasn't been a fatal issue yet.
We agree, ESO doesn't do that well, and a good part of it is due to not having released any high end content to keep people interested.
frosth.darkomenb16_ESO wrote: »Another part of it is to have completely neglected the PvP aspect of the game.
When large guilds of both types leave the game from boredom and frustration, you are indeed fragmenting your community.
frosth.darkomenb16_ESO wrote: »It goes back to all my previous points. Player retention is capital to have a population that grows. New players are less interesting than keeping old players because no matter how many new ones you can attract, they'll leave as soon as they become old.
frosth.darkomenb16_ESO wrote: »That's one of the flaws in f2p games.
The whole concept is geared at getting players to pay early to catch up. Either through raw power or through time saving items. But once they reach the top, they have nothing left to look forward to, and leave.
So you end up with a model that can easily attract many players, but none remain to become long term assets for the community, nor long term customers for the company.
frosth.darkomenb16_ESO wrote: »All of those games can't succeed by design.
frosth.darkomenb16_ESO wrote: »Look at Planetside 2. Despite being unique and having great tech and art, it is plagued by such a high turnover that it is failing.
frosth.darkomenb16_ESO wrote: »They spent their first two years trying to please new players, in ways that detrimented were detrimental to older players, and now they are looking into ways to slow down the progression speed to keep players interested longer and/or creating new revenue avenues. (only achievements rather than normal successful activities will provide xp)
There are ways, especially in sandboxish games, to provide care for both new players and older players. But they requires to create higher end systems geared at advanced players that new players will grow into and be excited to look forward to mastering.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »Optional scalling of some content is fine. The solo instanced ones should have both options. Same for dungeons. But the veteran version, trials and some new added zones need to be a "next step" evolution for your character.
If you get that far. You seem to have some idea that people leave because they get frustrated. That's probably true in some cases, but in general, this is just about people getting bored with playing the same game night after night, and wandering off to find something new.
And with that last comment, you hit the nail on the coffin of my own argument.
Keep high level players always interested, and you'll retain the lower level ones too. I don't think scaling is needed nor good, but it is not all bad for some content.
frosth.darkomenb16_ESO wrote: »As someone with limited amount of time and money, If you hear that players get bored and leave soon in a mmorpg, you don't buy it and/or do not subscribe to it.
This issue has plagued ESO for months, and is not helped by the fact a lot of worked on and completed content has been held back to become DLCs.
Those DLCs won't be a "next step on the ladder" and will not be interesting to older players. They will sell, but they won't help retain the the population.
Level scaling was the major reason many TES fans from Daggerfall/Morrowind stopped playing TES games when Oblivion came out .. and Skyrim made it worse.What's wrong with scaling? I had all kinds of fun playing oblivion... I haven't played oblivion or skyrim since ESO came out because it's just like those gamesonlybigger and better.
fromtesonlineb16_ESO wrote: »Level scaling was the major reason many TES fans from Daggerfall/Morrowind stopped playing TES games when Oblivion came out .. and Skyrim made it worse.What's wrong with scaling? I had all kinds of fun playing oblivion... I haven't played oblivion or skyrim since ESO came out because it's just like those gamesonlybigger and better.
Holycannoli wrote: »fromtesonlineb16_ESO wrote: »Level scaling was the major reason many TES fans from Daggerfall/Morrowind stopped playing TES games when Oblivion came out .. and Skyrim made it worse.What's wrong with scaling? I had all kinds of fun playing oblivion... I haven't played oblivion or skyrim since ESO came out because it's just like those gamesonlybigger and better.
I skipped Oblivion entirely and only dabbled in Skyrim, and not just because of level scaling. I was also disappointed with the simplification of attributes and the disorienting off-center 3rd person camera. I also hate the cold and the game's entire setting.
Morrowind was the best and if they had just expanded on that instead of screwing it all up...
(I'm hearing 1.6 lets us center the camera)
I would also add that doing dolmens as low level will finally be fun as veteran players will no longer be able to ruin them by insta killing everything. It is better to scale than have differencies.
We will all still be different with our skills and passives, stats as well. Gear too and so forth.
I would also add that doing dolmens as low level will finally be fun as veteran players will no longer be able to ruin them by insta killing everything. It is better to scale than have differencies.
We will all still be different with our skills and passives, stats as well. Gear too and so forth.
What happens if you find a dolmen in Glenubra and a level 12 a level 20 and 2 VR14's are fighting there. Who does that dolmen scale to?
frosth.darkomenb16_ESO wrote: »I would also add that doing dolmens as low level will finally be fun as veteran players will no longer be able to ruin them by insta killing everything. It is better to scale than have differencies.
We will all still be different with our skills and passives, stats as well. Gear too and so forth.
What happens if you find a dolmen in Glenubra and a level 12 a level 20 and 2 VR14's are fighting there. Who does that dolmen scale to?
The concept was not DLC content scales to the player but that the player scales to it. Which is worse.
frosth.darkomenb16_ESO wrote: »I would also add that doing dolmens as low level will finally be fun as veteran players will no longer be able to ruin them by insta killing everything. It is better to scale than have differencies.
We will all still be different with our skills and passives, stats as well. Gear too and so forth.
What happens if you find a dolmen in Glenubra and a level 12 a level 20 and 2 VR14's are fighting there. Who does that dolmen scale to?
The concept was not DLC content scales to the player but that the player scales to it. Which is worse.
frosth.darkomenb16_ESO wrote: »I'll snip our mutual wall of texts as we've been mostly repeating the same arguments to each other and attempt to cut to the essential.
I don't think that the "shiny" effect is as strong as you believe it is.
It certainly has an impact on players, but good games have a draw strong enough to counter it. The argument we could make is that there are far more lesser titles than there are good titles, so this effect is rarely countered.
frosth.darkomenb16_ESO wrote: »I would also add that doing dolmens as low level will finally be fun as veteran players will no longer be able to ruin them by insta killing everything. It is better to scale than have differencies.
We will all still be different with our skills and passives, stats as well. Gear too and so forth.
What happens if you find a dolmen in Glenubra and a level 12 a level 20 and 2 VR14's are fighting there. Who does that dolmen scale to?
The concept was not DLC content scales to the player but that the player scales to it. Which is worse.
If I scale t my environment I am going to give away a lot less armor to people just starting out. As it stands I give away 1 to 2 sometimes more green or blue sets of armor away each week to new players. If I have to start fighting mobs my level to get the Iron I think IIl pass
starkerealm wrote: »
heroofnoneb14_ESO wrote: »The way I see it, of they are getting rid of Veteran levels, the the "scaling up" is actually a "scaling DOWN" of all the mobs. Look at the broadcast on twitch, they were very careful to say they would still have leveling 1-50, so their there is progression. But after that, the champion point system is there to slowly make you more powerful but NOT require that you only fight rats in this area or do quests in this order. Instead things should become a bit more open and you'll still be a little over powered the more you play, even on your lowbie alts, thanks to those champion points.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »I would also add that doing dolmens as low level will finally be fun as veteran players will no longer be able to ruin them by insta killing everything. It is better to scale than have differencies.
We will all still be different with our skills and passives, stats as well. Gear too and so forth.
What happens if you find a dolmen in Glenubra and a level 12 a level 20 and 2 VR14's are fighting there. Who does that dolmen scale to?
The concept was not DLC content scales to the player but that the player scales to it. Which is worse.
If I scale t my environment I am going to give away a lot less armor to people just starting out. As it stands I give away 1 to 2 sometimes more green or blue sets of armor away each week to new players. If I have to start fighting mobs my level to get the Iron I think IIl pass
Yeah, that's not what's going on at all.
This is like the part where when dungeon scaling was first introduced everyone was like, "but think of the solo dungeons, we'll be ruined!"
DLC like Wrothgar will be new zones. When you enter them, you'll scale to 50. Like what happens with cyrodiil now. And, you can then fight enemies there as if you were high enough level to not get smeared across the walls.
This is not going to scale enemies to your level. It will also not apply to zones in the base game.
starkerealm wrote: »heroofnoneb14_ESO wrote: »The way I see it, of they are getting rid of Veteran levels, the the "scaling up" is actually a "scaling DOWN" of all the mobs. Look at the broadcast on twitch, they were very careful to say they would still have leveling 1-50, so their there is progression. But after that, the champion point system is there to slowly make you more powerful but NOT require that you only fight rats in this area or do quests in this order. Instead things should become a bit more open and you'll still be a little over powered the more you play, even on your lowbie alts, thanks to those champion points.
The current state on PTS is, veteran characters earn Champion Points. Each time you earn one, every character on your account gets a point to spend. This includes your non-vet characters.
So, working on a vet will improve all of your characters a bit, even if they haven't made it to 50 yet.
starkerealm wrote: »frosth.darkomenb16_ESO wrote: »I'll snip our mutual wall of texts as we've been mostly repeating the same arguments to each other and attempt to cut to the essential.
I don't think that the "shiny" effect is as strong as you believe it is.
It certainly has an impact on players, but good games have a draw strong enough to counter it. The argument we could make is that there are far more lesser titles than there are good titles, so this effect is rarely countered.
Then, I'll make this one really simple...
We're talking about one of those "two kinds of" questions. There's two kinds of MMO players, those that adapt their playstyle to the framework, and those that don't.
Those that don't, approach MMOs the same way they would any single player game. They don't stick around for months to see endgame, they never get over that hurdle into the high level content. Not because it's too difficult, but because they go off and do something else.
Judging by what developers have discovered and reported, "those that don't" also account for the vast majority of players.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »frosth.darkomenb16_ESO wrote: »I'll snip our mutual wall of texts as we've been mostly repeating the same arguments to each other and attempt to cut to the essential.
I don't think that the "shiny" effect is as strong as you believe it is.
It certainly has an impact on players, but good games have a draw strong enough to counter it. The argument we could make is that there are far more lesser titles than there are good titles, so this effect is rarely countered.
Then, I'll make this one really simple...
We're talking about one of those "two kinds of" questions. There's two kinds of MMO players, those that adapt their playstyle to the framework, and those that don't.
Those that don't, approach MMOs the same way they would any single player game. They don't stick around for months to see endgame, they never get over that hurdle into the high level content. Not because it's too difficult, but because they go off and do something else.
Judging by what developers have discovered and reported, "those that don't" also account for the vast majority of players.
And "those that don't" will never remain attached to an MMO, no matter how much you modify it to please them. It is a fool's errand. They just aren't the audience for these kind of games.
frosth.darkomenb16_ESO wrote: »It is always best to focus on those that are indeed interested in the genre. Those that have the potential to stay for years and try to please those people.
frosth.darkomenb16_ESO wrote: »A mistake many publishers did early on was to think that MMOs are not a niche genre. They'll never outsell shooters or assassin's creed. But they make up for it by having a dedicated following ready to pay for months, even years, if they are pleased.
frosth.darkomenb16_ESO wrote: »I can act as feminine as I want, stuff up a bra and put on lipstick, I'm not gonna attract a straight man.