Dang, @DDuke and @TheBastion, y'all have been going at it since I bounced out. Let me chime back in with something quickly, and we'll see if it helps.
In terms of level scaling, I agree with @DDuke. I hate it. I hate it in Guild Wars 2, regardless of whether I'm scaling down or the mobs are scaling up.
That said, I do agree with @TheBastion, level scaling keeps the content challenging and more playable. And I love that. Unfortunately, again, as Duke said, we're playing a game that largely has little to no replay value in most zones. So the value in scaling is somewhat diminished.
So here's my somewhat-shoddy-but-still-remotely-possible solution - voluntary level scaling.
We've seen it in games like RIFT - you, the player, can consciously choose to make yourself a "mentor" to anyone at least 5 levels lower than you. If you're, say, a Daggerfall Covenant player, and you're maxed out at 50 with the Champion System and whatnot (assuming no Vet Ranks for this system, since they'll be removed), you could enter Glenumbra and choose to lower your level down to as low as Level 5. You'd retain all of your skills and points, but your stats would be nerfed. You get to consciously choose whether you want to downlevel your main temporarily to play with your buddy's new character, instead of having to level an alt or simply roflstomp everything around you.
This would also allow maxed players looking for a decent challenge to have the opportunity to nerf their stats and try to solo harder content (imagine a Level 10 player trying to complete the entire Bangkorai zone).
To me, this sort of system would simply enable players to play however they want to with their friends or by themselves, in a manner that is unintrusive on the gameplay of everyone else.
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Secondly, keep in mind that all of this scaling we're discussing may just be a moot point whenever ZOS removes the Veteran Ranks in a future patch. That's something I didn't fully consider when you spoke about the Mercenary/Neutral Zones idea. When ZOS rebalances Vet Ranks, the existence of Veteran Rank zones could become unnecessary, and all zones would simply be scaled to 50 at that point - a la Guild Wars 2 horizontal progression at level 80 for all "end-game zones". That makes this sort of a system a lot more viable...and I'm coming to like the idea even more.
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Lastly - the roaming bandits idea. I like this, but I'd like for it to be scaled for the zone (and based on how many players join the fight, their levels, etc), and scaled dynamically. Again, a RIFT reference - just perhaps a bit less "fixed" of a system. Basically, I'd like to see more dynamism in the open-world events that happen. Dark Anchors are fixed, and the little random oblivion tears are too few and far between...and fairly bland.
But I'd like to expand upon this idea. A lot. I'd like more options - like, say, having a bit more of the alliance wars involved in open world zones. What if you were sitting in Greenshade, and a fleet of Redguard ships landed on the northwestern beaches, and a full, all-out invasion of the zone began? Players from that faction would not be involved (as ZOS wants to keep PvP in Cyrodiil), but huge armies of NPCs wrecking through zones would give PvE players and RPers a heck of a lot to do and enjoy. If no one helps out, then gradually the Redguards take over quest hubs, maybe they build up a small fort and continue to invade into Malabal Tor, so it's up to the players of the Dominion to hold them back. Similar events would happen in the zones of all three alliances. How cool would that be? And would it not keep PvE and RPers happy and excited, and help to improve the overall "feel" of having alliance-pride?
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Just a thought. Loving this thread.
Ixtyr wrote:Secondly, keep in mind that all of this scaling we're discussing may just be a moot point whenever ZOS removes the Veteran Ranks in a future patch. That's something I didn't fully consider when you spoke about the Mercenary/Neutral Zones idea. When ZOS rebalances Vet Ranks, the existence of Veteran Rank zones could become unnecessary, and all zones would simply be scaled to 50 at that point - a la Guild Wars 2 horizontal progression at level 80 for all "end-game zones". That makes this sort of a system a lot more viable...and I'm coming to like the idea even more.
TheBastion wrote: »@Ixtyr
On Voluntary Level Scaling/Mentoring:
I like this idea. It seems to be a good midway between what @DDuke and I would like to see but were seemingly unable to come to given that we seem to exist on separate ends of the spectrum. It gives the challenge - on a more personal level - without infringing on others who don't necessarily appreciate the mechanic.Ixtyr wrote:Secondly, keep in mind that all of this scaling we're discussing may just be a moot point whenever ZOS removes the Veteran Ranks in a future patch. That's something I didn't fully consider when you spoke about the Mercenary/Neutral Zones idea. When ZOS rebalances Vet Ranks, the existence of Veteran Rank zones could become unnecessary, and all zones would simply be scaled to 50 at that point - a la Guild Wars 2 horizontal progression at level 80 for all "end-game zones". That makes this sort of a system a lot more viable...and I'm coming to like the idea even more.
Furthermore, I'd like to know more about what you meant in your quoted statement above. Seems like you have something going and it's piqued my interest. I encourage you to expound on that, if only so I can understand it better.
On Dynamic Events (and example given):
I will have to agree on that mechanic as well as the example stipulated. It turns ESO Tamriel into a living, breathing world in every sense of the word. A life of consequence, whether you choose to help or not. Things like that.
TheBastion wrote: »
Weapon Gilding:
Though I use the term gilding, as it is the proper term used in metallurgy, it is just basically the ability for players to apply dye to their weapons, shields, bows and staves much like ZOS has allowed at present with Armor Dye when the system arrived in Update 3.
There isn’t much to expound on this particular topic as it’s self-explanatory.
Miscellaneous:
Of a few I’d like to tackle briefly, I would like to make note of the fact that weapons disappear when riding a mount. Though I understand there are addons out there that help to refresh it, it’s merely for client-side and I don’t personally see the merit or logic for equipped weapons to disappear when mounting one’s horse.
Perhaps a change of this might be a consideration. As a player, I do enjoy seeing my weapons equipped when riding my horse.
TheBastion wrote: »@Ixtyr
On Voluntary Level Scaling/Mentoring:
I like this idea. It seems to be a good midway between what @DDuke and I would like to see but were seemingly unable to come to given that we seem to exist on separate ends of the spectrum. It gives the challenge - on a more personal level - without infringing on others who don't necessarily appreciate the mechanic.Ixtyr wrote:Secondly, keep in mind that all of this scaling we're discussing may just be a moot point whenever ZOS removes the Veteran Ranks in a future patch. That's something I didn't fully consider when you spoke about the Mercenary/Neutral Zones idea. When ZOS rebalances Vet Ranks, the existence of Veteran Rank zones could become unnecessary, and all zones would simply be scaled to 50 at that point - a la Guild Wars 2 horizontal progression at level 80 for all "end-game zones". That makes this sort of a system a lot more viable...and I'm coming to like the idea even more.
Furthermore, I'd like to know more about what you meant in your quoted statement above. Seems like you have something going and it's piqued my interest. I encourage you to expound on that, if only so I can understand it better.
On Dynamic Events (and example given):
I will have to agree on that mechanic as well as the example stipulated. It turns ESO Tamriel into a living, breathing world in every sense of the word. A life of consequence, whether you choose to help or not. Things like that.
On the second point, @TheBastion, I'm basically suggesting that when Veteran Ranks are removed, ZOS is going to have to fully rebalance everything in the game - stats, will have to be scaled to Level 50, gear will need to be rescaled somehow to level 50, materials for crafting will need to be revamped, etc. Basically, the Veteran System is so heavily ingrained into the game, the developers will need to rebalance what is effectively 64 levels plus max-level progression to fit within 50 levels, but not make players feel overly nerfed when it happens. That's a huge challenge, and why they aren't doing it with Patch 1.6.
My suggestion was that, along with the removal of Veteran Ranks, and to not totally screw up the story so they'd have to rewrite it, it would make sense to assume all zone areas would default to Level 50 for Cadwell's Silver & Gold. You'd just progress horizontally through the Champion System at that point.
However, now that I'm thinking about it, maybe if ZOS implemented the voluntary-leveling system...could they do away with all of the DC/AD/EP separated zones, and just have zones level 1-50? That way EP, DC and AD players would play together, which would fit in well with the Mercenary/Neutral idea...
Apologies if I'm a bit unclear, I've been working on this post while multitasking work & the TESO Nation podcast for the past three hours or so. Basically, I'm trying to say we could have all players playing in the same zones together, just some of them would be working on the Silver/Gold stuff, and could have the option to play as a mentored-down version of themselves in that zone.
Hypertionb14_ESO wrote: »TheBastion wrote: »
Weapon Gilding:
Though I use the term gilding, as it is the proper term used in metallurgy, it is just basically the ability for players to apply dye to their weapons, shields, bows and staves much like ZOS has allowed at present with Armor Dye when the system arrived in Update 3.
There isn’t much to expound on this particular topic as it’s self-explanatory.
Miscellaneous:
Of a few I’d like to tackle briefly, I would like to make note of the fact that weapons disappear when riding a mount. Though I understand there are addons out there that help to refresh it, it’s merely for client-side and I don’t personally see the merit or logic for equipped weapons to disappear when mounting one’s horse.
Perhaps a change of this might be a consideration. As a player, I do enjoy seeing my weapons equipped when riding my horse.
these 2 in particular are some of the best arguments for actual implementation of said features, but i would like to add that the ability to see other players weapons while they are mounted would be beneficial for PvP, as you could tell the general build of your target before you attack them.
@ThinkerOfThings, rather than quote your post, I'll just state my thoughts quick.
First, I like your cosmetic gear customization ideas. Personally, I'd like to see them as skins that you could apply to gear, similar to dyes, but I can see how having them crafted as an additional "Trait" of sorts could work.
Second, about pre-orders - the any race / any faction should have never been a pre-order exclusive. I personally want ZOS to add that as a DLC for everyone. Let players play the race they want in the faction of their choice. It was a foolish gimmick and I dislike it strongly, and that's coming from an early beta tester and someone who has the pre-order bonus himself.
Third, I believe I mentioned and discussed my thoughts on the reapplication of Cadwell's Silver & Gold as a revamp of the Veteran Rank system with a mentoring-system a few posts before yours, so I'll let you check that out rather than re-writing. The same goes for dynamic world events.
All in all, I think we're on a fairly similar wavelength. I'm definitely liking the direction this thread is going. Hopefully @ZOS_JessicaFolsom and the gang are keeping their eyes on this thread and pass some of the ideas along.
I was thinking how about instead of throwing out Cadwell entirely That it could be a hybridization. Basically when you hit 50 you can explore the entire map and -see- other players from the other factions. Now you might be thinking how would level 50s do the content? Easy when you undertake the quest the area the quest needs it will become a level 50 phase and when you're done it'll turn back to normal.
So while you're doing your quest you will see only people of your level and won't disturb the others that are leveling up normally and when you're done you can go back to socializing and running around with others. Same with delves and public dungeons. That way we don't have to scale you -down- and make you feel weaker as a result. It'll make the world feel truly alive and more open but without the disturbance. Thoughts?
With the several posts on level scaling, I feel I have to mention Battle Leveling. This setting, as most of us know, scales our characters to VR5 effectiveness in Cyrodiil. However, I have noticed of late that Battle Level is toggled on upon entering Cyrodiil and reverted to player settings upon exiting (on or off). This makes the setting meaningless aside from a placebo effect. But it can be repurposed towards level scaling.
Adding the functionality to apply Battle Levels to non-Alliance War zones would effectively create the mentoring system discussed several times. The conditions to toggle Battle Level would have to be changed to accommodate such a function and it should be applied when transitioning between zones, like the particle effects memory setting. Restricting the setting so would prevent players from toggling Battle Level for a single fight, whether to show off or to beat it, and prevent abuse of the setting in open world PvP.
Needless to say, once open world PvP is implemented there should be a way to differentiate between a battle leveled player and a non-battle leveled player. Although, leaving battle leveled players unmarked would bring a type of gamble to PvP similar to the Justice System's NPCs: you do not know the power level of your target until you fight him/her. This makes some NPC shakedowns go afoul as, guards or no, the player is outmatched.
To address the effectiveness Battle Level should scale players to in each zone, a level on the lower end of those appropriate to the zone seems ideal for balancing and incentivising. Battle Level is accessible to all players from level 1, so making the scaled effectiveness the average level or higher would invite new players to toggle Battle Level on and overpower half or more of the zone. Endgame players also have a tremendous gear advantage, to which a low scaling for Battle Level would counteract. Keep in mind Battle Level is a voluntary system in which participants want the zone to be challenging.
A cursory list of Battle Level scaling could be as follows:
Glenumbra/Auridon/Stonefalls (+starting islands) - Lv 3
Stormhaven/Grahtwood/Deshaan - Lv16
Rivenspire/Greenshade/Shadowfen - Lv 24
Alik'r Desert/Malabal Tor/Eastmarch - Lv31
Bangkorai/Reaper's March/The Rift - Lv37
Coldharbour - Lv44
Craglorn/Cyrodiil/Endgame Zones - Lv50
A side effect of this is allowing lower level players to travel to higher level zones without being hopelessly outclassed. They will still be at a disadvantage, but nothing player skill cannot overcome (e.g. A level 17 can fight a troll in Cyrodiil (VR5) with Battle Leveling).
There's quite a lot of deep stuff here, but I particularly like the weapon gilding (aka dyes for weapons) and the mercenary system the most. Dyes for weapons is something I could easily see being brought into the game, and I think everyone can agree that it'd be a great idea to dye weapons in addition to armor to really refine your character's look.
The mercenary idea is a spark towards freedom of choice for the player, which is a strong factor for an Elder Scrolls game. I'd definitely love to see something like that in, so that the players are free to act and choose what they decide, instead of NPCs/Game restrictions out of odd design choices deciding for them. You see NPCs all over Tamriel of all races, regardless of what province it's in. It's not really a stretch at all to be independent and decide where your character really wants to go, and what it wants to be. I was actually surprised this was not the case from the very beginning of ESO.
There's a good reason the vast majority of people still consider Morrowind to be the best Elder Scrolls title.
In fact, what I'd like to see ZOS add is high level alcoves in lower level zones. Areas, which you'd pass as a low level and think "uh oh, I better come back here later!", adding a sense of danger & excitement to the game, rather than just steamrolling one zone after another, trying not to fall asleep in the process.