Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Alternate 50+ content path

BBSooner
BBSooner
✭✭✭✭✭
It's been awhile since I posted this, but I would like to suggest an alternate post-50 path for quests that is indifferent to whether or not VR levels are A.) removed, B.) kept, or C.) absorbed in to regular levels.

Upon completing your factions storyline the player is presented with the task of completing Cadwell's Silver, and after completion Cadwell's Gold. Instead, I would prefer to use the same mechanics being designed for Wrothgar and applying it to every non-home faction zone to make them level indiscriminate. I would also like them applied to a PvE centric version of Cyrodiil that is enhanced with a large overarching storyline which lays the groundwork for the struggle in the alliance war.

Synopsis of changes:

- Make a PvE version of Cyrodiil and create enough quests/content to be VR1-10 (or 14, I'd just prefer it to be largely useful for leveling)
- Alter Cadwell's Silver and Cadwell's Gold zones to be level indiscriminate


Make a PvE Cyrodiil

I would personally like to see Cyrodiil have a PvE version (while still keeping everything about the PvP Cyrodiil intact - quests and all), complete with a monsterous amount of quests and an overarching story (possibly about the 3 factions taking their claim of Cyrodiil from the Colovians) where we see tensions rise that eventually errupt in to the Cyrodiil we have now: a war-torn battleground that is bitterly contested by all interested parties. This new zone would encompass VR levels 1-10/14 (and would change accordingly when the decision to remove VR has been made) and provide an unrecycled path to leveling. Players would experience a new storyline for each of the 3 factions, yet all storylines would be optional and independent from the overarching storyline that eventually results in the bridge to the Imperial City being demolished as the Colovians use Daedra as their last ditch effort to hold the city.

There is also the possibility that development of the PvE zone could be much quicker, as the environments (terrain, locations, skyshard placements, dungeons, cities, etc.) are already placed. The the entire environment designed (an incredibly large one at that) the process for releasing it will have skipped a very lengthy step.

Benefits of having a PvE Cyrodiil

For the developer
- Reused assets: The entirety of the zone for Cyrodiil is already present, and what a gigantic zone it is. Yet, most of it is unseen in its entirety by the majority of the playerbase so many would find enjoyment in seeing Cyrodiil for the first time, or for being able to see parts of Cyrodiil previously unexplored due to the danger and time committment of traveling in enemy territory.
- Could still be considered DLC: Though the zone is currently available via the Alliance War, the questing content and storylines are a vastly new experience for everybody.
- Storylines: Writers would be creating storylines for events that have already taken place (Alliance acquire a foothold in Cyrodiil, Colovians hole up in IC, and the Anchor over the White-Gold tower) and could be explained in detail.

For the player
- Actual 50+ content: We would be given content that has actually been designed with post 50 in mind instead of the rehashed zones that are simply scaled.
- Seeing Cyrodiil: We would all be given the opportunity to see Cyrodiil as a whole since currently we are restricted by both a desire to PvP, and by the feasibility of seeing areas of Cyrodiil behind enemy lines
- Questers: Enjoy the storylines and events that unfold as we see the factions take hold of their respective sections and turn towards eachother once the Colovians have been pushed further and further to the Imperial City
- Grinders and Achievement Hunters: Enjoy the ability to quickly and efficiently claim any skyshards you need, as well as have the ability to complete the achievements that are exclusive to Cyrodiil

Alter Cadwell questlines to be level indiscriminate

I would like to see the Cadwell zones incorporate the coding utilized with Wrothgar and make them scale to your character. I realize this is more of a player beneficial change than something the developers can benefit from since no assets really change. However, this would go a long way to quelling the the headache some players find with post-50 content.

Benefits of altering Cadwell to be level indiscriminate

For the developer
- Irrelevent to the VR decision: By making the Cadwell zones level indiscriminate they are immune to whatever happens with the VR decision (removal, preservation, or absorbtion in to regular levels). Loot could simply scale to character level (which is a mechanic I assume is already in place as this very same dilemma is present with Wrothgar), and the content could be used as a filler instead of a necessity

For the player
- Freedom: Players would have total freedom in other factions as no matter where they are the quests are appropriate for them to gain experience with. No longer will a VR6 character have to wait for a VR2 friend to catch up, they will simply be able to meet in a mutually incomplete zone and play together at will.
- Grinders: You don't have to change locations if you prefer a specific location/zone/etc.
- Completionists: Have the freedom to complete any and all quests in whatever order you'd like
- Explorers: Explore the opposite factions as you'd like, instead of being bound to a single line of quest progression. Choose to do whatever quest you feel like doing, as they all will yield appropriate experience and loot for your level - or simply snag all the Skyshards and ignore the opposite factions altogether!



As for what to do with Craglorn, I'm indifferent to be honest. If Craglorn and other group adventure zones retain their level requirements they become benchmarks that protect players from underdeveloped companions. Otherwise, they are absorbed in to the level indiscriminate feature they become another viable place to play at any time.

Other changes I'd like to see:

- Mages/Fighters guild repeatable solo/small group instances with A.) randomly generated terrain, B.) randomly generated purpose (collect book, kill leader, investigate kidnapping, etc), C.) randomly generated enemies, and D.) randomly generated bosses.
- Eyevea play a larger role in endgame, a hub where members of all alliances can possibly find eachother.
Edited by BBSooner on March 27, 2015 8:47PM
  • FadedJeans
    FadedJeans
    ✭✭✭
    You can PvE in Cyrodiil any time you like.

    It's the only PvE in PvP zone we have. Some of us really enjoy that aspect of play.
  • BBSooner
    BBSooner
    ✭✭✭✭✭
    FadedJeans wrote: »
    You can PvE in Cyrodiil any time you like.

    It's the only PvE in PvP zone we have. Some of us really enjoy that aspect of play.

    Which is great! And I don't want those quests to change. I would however, like to make better use of the zone while at the same time adding in an incredibly large amount quests to draw my characters out of Cadwells for leveling.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    The only issue I see with PvP in Cyrodiil, current PvE content included, is everything is soooooooooooooo faaaaaaaaaaaaaaaarrrrrrrrrrr apaaaaaaaaaaaaaaaaaaaaarrrrrrrrt that I spend 99% of the time traveling from one place to another.

    Cyrodill would not be shrunk in size (not viable really) or more Wayshrines introduced (which would probably mess up PvP) to make getting around easier. Add in that the Cyrodiil zone is so low res ugly compared to the rest of the game, that I just don't see the appeal to questing up there. I think one of the main reasons I quest so much in the game is I can enjoy the scenery along the way.

    So, those two reasons keep me out of Cyrodiil, not the PvP danger, or anything else.

    However I like the other ideas you have for the new zones. Tamriel is a big place, we have less than 1/3 of it developed. No need to take a zone compromised for PvP and try to apply more PvE to it. Just give us more zones, and don't make them group only.

    In fact, in the new zones, make all the dungeons either a Solo instance so they are like they are now, and Group Instanced to be chosen upon entering.

    The only problem I see with scaling to the player, is what do you do with the dungeons, group or otherwise? If you scale them to the player, then we are stuck with trying to find someone in a narrow range of levels to do content with. I think dungeons and delves should be a set level or level range, maybe with plus or minus a couple of levels on the mobs through some mechanism. Or maybe the deeper you go, the higher the levels. So, the entrance cell is VR4, the second cell is VR5 etc so that there are 3 or 4 levels per delve/dungeon. Let people fight there way as far as they can.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • jluceyub17_ESO
    jluceyub17_ESO
    ✭✭✭
    Bit off topic but regarding your information on how Wrothgar's scaling will work; are you sure it's right? I was under the impression that the scaling will work like the battle-leveling in Cyrodil, where the players is scaled to the zone rather than the zone being scaled to the character. I'd imagine the Cyrodil style scaling would be easier to implement and would have the added benefit of addressing the grouping concerns brought up by @Nestor
  • BBSooner
    BBSooner
    ✭✭✭✭✭
    Nestor wrote: »
    The only issue I see with PvP in Cyrodiil, current PvE content included, is everything is soooooooooooooo faaaaaaaaaaaaaaaarrrrrrrrrrr apaaaaaaaaaaaaaaaaaaaaarrrrrrrrt that I spend 99% of the time traveling from one place to another.

    Cyrodill would not be shrunk in size (not viable really) or more Wayshrines introduced (which would probably mess up PvP) to make getting around easier. Add in that the Cyrodiil zone is so low res ugly compared to the rest of the game, that I just don't see the appeal to questing up there. I think one of the main reasons I quest so much in the game is I can enjoy the scenery along the way.

    So, those two reasons keep me out of Cyrodiil, not the PvP danger, or anything else.

    In my vision of a PvE Cyrodiil, the PvP Cyrodiil would remain intact and unchanged.

    There would still be the current quests, the alliance war would still be taking place, etc. There would, however, be a PvE version to go to that took place before the Alliance War began to ravage it. It would largely be controlled by the Colovians, and we would experience an immense amount of questlines and stories that led up to the Alliances getting their foothold in the region. We would either have access to wayshrine locations (which would be either ruins or absent in the PvP instance), or we could unlock a Keep for permanent transport once we completed the quest to liberate it for a faction from the Colovians.

    With the ability to travel in this manner Cyrodiil would be a much more traversable area and be more PvE friendly. And as the PvP instance would remain unchanged (with PvE intact for the added thrill) we would be able to enjoy the best of both worlds.

    The only problem I see with scaling to the player, is what do you do with the dungeons, group or otherwise? If you scale them to the player, then we are stuck with trying to find someone in a narrow range of levels to do content with.

    Since current dungeons currently scale for players I don't imagine this being a problem.

    Edit: However, if Wrothgar's scaling is incorporated, I have to believe that this issue has been brought up in the planning.
    I think dungeons and delves should be a set level or level range, maybe with plus or minus a couple of levels on the mobs through some mechanism. Or maybe the deeper you go, the higher the levels. So, the entrance cell is VR4, the second cell is VR5 etc so that there are 3 or 4 levels per delve/dungeon. Let people fight there way as far as they can.

    Possibly, though I am under the impression that Wrothgar (as scaling is involved, so you can quest/delve with another person 30-40 levels different from you) has proposed solutions for these issues. I would simply like to see them applied to Cadwells so the player has the freedom to explore Tamriel instead of being locked to 1 -> 2 -> 3 -> 4 -> etc.
    Edited by BBSooner on March 27, 2015 8:28PM
  • BBSooner
    BBSooner
    ✭✭✭✭✭
    Bit off topic but regarding your information on how Wrothgar's scaling will work; are you sure it's right? I was under the impression that the scaling will work like the battle-leveling in Cyrodil, where the players is scaled to the zone rather than the zone being scaled to the character. I'd imagine the Cyrodil style scaling would be easier to implement and would have the added benefit of addressing the grouping concerns brought up by @Nestor

    Possibly, though I would imagine the end result is the same: two players of different levels normalized for the same content. I could be completely incorrect (if somebody knows, as I was under the impression the mobs/rewards scaled as opposed to the players, please correct me) but I feel like the benefits would remain intact.
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    I totally agree with adding more PvE content to Cyrodiil (I'm sure there are a number of places where they plan on adding dungeons, for example). However, I want that to be the same Cyrodiil other players PvE in. That is a great part of the fun in that zone.

    The thing with making Silver/Gold level indiscriminate (and also the problem I will have with Wrothgar scaling the player to the zone - not the other way around), is a bit troubling for me because if you find content too easy, you can't go somewhere where you are underlevelled if you would like more of a challenge. Other than that, I'm OK with having access to all Gold/Silver zones in one shot, just be aware that things may be a bit challenging if you go to zones that are too high.
    The Moot Councillor
  • BBSooner
    BBSooner
    ✭✭✭✭✭
    AlnilamE wrote: »
    The thing with making Silver/Gold level indiscriminate (and also the problem I will have with Wrothgar scaling the player to the zone - not the other way around), is a bit troubling for me because if you find content too easy, you can't go somewhere where you are underlevelled if you would like more of a challenge. Other than that, I'm OK with having access to all Gold/Silver zones in one shot, just be aware that things may be a bit challenging if you go to zones that are too high.

    I'll be honest, I hadn't given this much thought as I've sadly come to terms with solo content being so incredibly easy that difficulty is a tertiary concern to the story and completion. I can completely understand the desire to want to jump in to a zone 4 levels higher to find some semblance of cerebral activity though.
    Edited by BBSooner on March 27, 2015 8:33PM
Sign In or Register to comment.