Sorry this isn't Skyrim. Doing this would create large complications and basically result in a single-player game as every zone would be instanced.
Guild Wars 2 is scaling your character down to the level of the zone. That's quite nice when you want to go back or just develop your character through lower level zones - and guess what, it works totally fine.
darthbelanb14_ESO wrote: »The only effective way to scale the world to a player's level is to instance everything. Star Trek Online does this, everything is instanced except social areas. This defeats the point of an open world. I say no. Sometimes I want to grab my higher level friend and faceroll through an area just to get through it. Or come in at a higher level to take out world bosses and dolmens I may have missed.
If this was ever considered, then I would want an option to shut it off. Also, it should only work one way, scaling the level back. I don't want to see some level 10 character taking out level 50 mobs, unless it's in pvp, where everyone is scaled up.
haileyjschmidtub17_ESO wrote: »Everyone keeps talking about returning to finish things 8)
Why not just do everything when you're in that zone
Haven't missed a quest ever 8)
darthbelanb14_ESO wrote: »The only effective way to scale the world to a player's level is to instance everything. Star Trek Online does this, everything is instanced except social areas. This defeats the point of an open world. I say no. Sometimes I want to grab my higher level friend and faceroll through an area just to get through it. Or come in at a higher level to take out world bosses and dolmens I may have missed.
If this was ever considered, then I would want an option to shut it off. Also, it should only work one way, scaling the level back. I don't want to see some level 10 character taking out level 50 mobs, unless it's in pvp, where everyone is scaled up.
STO is made completely differently though as well. There are no enemies anywhere but in the instanced area's and a couple small examples but those enemies are NOT leveled to the player, they are a static level. each mission/quest is an an instanced area.
again OP, what you are asking CANNOT WORK IN AN MMO, not sure why it is hard to understand.
Aett_Thorn wrote: »darthbelanb14_ESO wrote: »The only effective way to scale the world to a player's level is to instance everything. Star Trek Online does this, everything is instanced except social areas. This defeats the point of an open world. I say no. Sometimes I want to grab my higher level friend and faceroll through an area just to get through it. Or come in at a higher level to take out world bosses and dolmens I may have missed.
If this was ever considered, then I would want an option to shut it off. Also, it should only work one way, scaling the level back. I don't want to see some level 10 character taking out level 50 mobs, unless it's in pvp, where everyone is scaled up.
STO is made completely differently though as well. There are no enemies anywhere but in the instanced area's and a couple small examples but those enemies are NOT leveled to the player, they are a static level. each mission/quest is an an instanced area.
again OP, what you are asking CANNOT WORK IN AN MMO, not sure why it is hard to understand.
You say that it cannot work, but I've played an MMO where this very thing happened on a small scale (i.e., with certain enemies that were flagged to do so). While there may be some issues in doing this on a wider scale in a non-open world, the technology does exist for a company to do this kind of thing.
Hassgrinsen wrote: »One of the best thing's about Skyrim was that the game would scale to your character's power. Would be great if all the old content wasn't a complete waste. I mean, there is a huge diversity of content, and we're pretty much pigeon holed into Craglorn, which isn't so diverse.
Aett_Thorn wrote: »darthbelanb14_ESO wrote: »The only effective way to scale the world to a player's level is to instance everything. Star Trek Online does this, everything is instanced except social areas. This defeats the point of an open world. I say no. Sometimes I want to grab my higher level friend and faceroll through an area just to get through it. Or come in at a higher level to take out world bosses and dolmens I may have missed.
If this was ever considered, then I would want an option to shut it off. Also, it should only work one way, scaling the level back. I don't want to see some level 10 character taking out level 50 mobs, unless it's in pvp, where everyone is scaled up.
STO is made completely differently though as well. There are no enemies anywhere but in the instanced area's and a couple small examples but those enemies are NOT leveled to the player, they are a static level. each mission/quest is an an instanced area.
again OP, what you are asking CANNOT WORK IN AN MMO, not sure why it is hard to understand.
You say that it cannot work, but I've played an MMO where this very thing happened on a small scale (i.e., with certain enemies that were flagged to do so). While there may be some issues in doing this on a wider scale in a non-open world, the technology does exist for a company to do this kind of thing.
yeah, exactly, what i am saying is that it would NEVER WORK for everything, yeah, CERTAIN enemies it might work, everything being instanced it works. IT would never work trying to apply it to a while open MMO like ESO.
Amsel_McKay wrote: »Hassgrinsen wrote: »One of the best thing's about Skyrim was that the game would scale to your character's power. Would be great if all the old content wasn't a complete waste. I mean, there is a huge diversity of content, and we're pretty much pigeon holed into Craglorn, which isn't so diverse.
That is the worst part of Skyrim... I HATE the fact that every mob is easy to kill and the gear levels as well, I like a challenge I go out of my way to find mobs higher level then me in almost every game I play.
I more enjoyed Morrowind where the world didn't scale. Some areas felt definitively more dangerous than others, it gave a sense of danger as opposed to a sense that everything is more or less my equal.
MMO's CANNOT work that way, there is no maybe here.
Hassgrinsen wrote: »One of the best thing's about Skyrim was that the game would scale to your character's power. Would be great if all the old content wasn't a complete waste. I mean, there is a huge diversity of content, and we're pretty much pigeon holed into Craglorn, which isn't so diverse.
I've hardly ever missed a quest in a zone, but that doesn't mean that I don't ever want to visit those zones again. What I'd really like to see is more replayability of lower level zones. There are various ways to achieve this (daily quests, one-time quests that send you back there, raids, events, etc), but for any of those to work there would have to be some sort of scaling involved. Otherwise you're just facerolling everything and getting no XP or loot, which combines to make it all feel like a waste of time.
Sorry this isn't Skyrim. Doing this would create large complications and basically result in a single-player game as every zone would be instanced.
Guild Wars 2 is scaling your character down to the level of the zone. That's quite nice when you want to go back or just develop your character through lower level zones - and guess what, it works totally fine.
No it doesn't, read my second comment for why scaling is not fair, and won't work.
Aett_Thorn wrote: »This would still be easy enough to handle in a game like this. Overworld enemies could scale with player level, but instanced content like Delves, Group Dungeons, and such could be set at a specific level and don't scale with you, allowing for tougher content even if many enemies scale with you.