If a player who is actually level 24 receives 155 XP (0.5%) for killing a mob, the Vet 4 should receive the same 155XP (0.0155% of 1 million). Scaled dungeons should continue to work as they currently are.
This way, the VR4 player CAN just grind 6,512 mobs in Stormhaven if they really WANT to do that but it would be more beneficial to them to move on to a higher level zone.
I have an idea... how about players actually take their time to level through an area the first time, that way they won't have to worry about being over-leveled for it later. If you choose to skip content and rush to the top, then you SHOULD suffer the penalty for your impatience. Why should the game devote resources to cater to those who make a choice to skip content for their level and then expect to return later to finish things up? I'd rather they devote their resources to adding new content and fixing residual bugs than doing something like this.
Thoughts? What are the reasons this would be a bad thing?
Thoughts? What are the reasons this would be a bad thing?
@Gidorick because it's forced.
Everything you've suggested is great, but it should function similarly as a benefit to grouping up.
You know how when you group up with someone, you get the dialogue asking if you'd like to travel to them?
Well, another dialogue asking if you'd like to level-sync with the party leader so you can be max level and go have fun with friends without making the experience cumbersome. Easy to initiate too and another benefit of grouping up.
This scaling could be associated with the Battle Level toggle so players could be allowed to turn battle level off and they will not be scaled, and will not receive XP for killing mobs too far beneath their level.
Additionally, if the Battle Level is toggled off, Mobs that are more than 10 levels below a character's level should just completely ignore the player unless the player agros them. (Idea is courtesy of @Psychobunni!)
Chuggernaut wrote: »The monsters should scale up, not players down. Post Coldharbor finally, the players zone should be either as difficult as Cadwell's Silver/Gold or more difficult than Gold.
Chuggernaut wrote: »The monsters should scale up, not players down. Post Coldharbor finally, the players zone should be either as difficult as Cadwell's Silver/Gold or more difficult than Gold.
That is a good idea @dreatern, but that idea is really addressing a different issue.
I'm currently curious if the Silver and Gold are seperate instances of the Zones. I've never ran through them. I prefer to go though them with alts. Do you know @Emma_Eunjung, @Chuggernaut?
Chuggernaut wrote: »That is a good idea @dreatern, but that idea is really addressing a different issue.
I'm currently curious if the Silver and Gold are seperate instances of the Zones. I've never ran through them. I prefer to go though them with alts. Do you know @Emma_Eunjung, @Chuggernaut?
Yes! Silver is VR1 -VR5, and Gold is VR6-VR10
That is a good idea @dreatern, but that idea is really addressing a different issue.
I'm currently curious if the Silver and Gold are seperate instances of the Zones. I've never ran through them. I prefer to go though them with alts. Do you know @Emma_Eunjung, @Chuggernaut?
This scaling should be associated with the Battle Level toggle so players could be allowed to turn battle level off and they will not be scaled, and will not receive XP for killing mobs too far beneath their level, just like it is now. This would make this whole mechanic an optional feature of ESO so players can play the game in the way THEY want to play it.
Additionally, if the Battle Level is toggled off, Mobs that are more than 10 levels below a character's level should just completely ignore the player unless the player agros them. (Idea is courtesy of @Psychobunni!)
So a player could visit a zone and explore without needing to fight off mobs or they could go through and lay waste as an overpowered beast of a warrior, or they could go in and be given a little bit of a challenge but would still feel powerful.
Emma_Eunjung wrote: »That is a good idea @dreatern, but that idea is really addressing a different issue.
I'm currently curious if the Silver and Gold are seperate instances of the Zones. I've never ran through them. I prefer to go though them with alts. Do you know @Emma_Eunjung, @Chuggernaut?
Yeah, they are different instances. I've been through all three as both a Cadwell-questing Veteran and a "fresh" soul-shriven, and let me tell you, it's quite a different experience. The level 1-50 instances are much more crowded, which is a good thing, in my opinion.
Emma_Eunjung wrote: »That is a good idea @dreatern, but that idea is really addressing a different issue.
I'm currently curious if the Silver and Gold are seperate instances of the Zones. I've never ran through them. I prefer to go though them with alts. Do you know @Emma_Eunjung, @Chuggernaut?
Yeah, they are different instances. I've been through all three as both a Cadwell-questing Veteran and a "fresh" soul-shriven, and let me tell you, it's quite a different experience. The level 1-50 instances are much more crowded, which is a good thing, in my opinion.
Then for the original 1-50 zones to act as silver and gold, wouldn't they have to be new instances of those zones?
I would be fine with that as long as the achievements from the 1-50 were carried over. A "Caldwell's Bronze" would be fine with me.
Of course, once you get to VR14, you'd outlevel most of Bronze, Silver, and Gold, putting you back in the same boat of being too high a level for the mobs in the area.
What then? Same issue we have with 1-50. Unplayable content.
Emma_Eunjung wrote: »Emma_Eunjung wrote: »That is a good idea @dreatern, but that idea is really addressing a different issue.
I'm currently curious if the Silver and Gold are seperate instances of the Zones. I've never ran through them. I prefer to go though them with alts. Do you know @Emma_Eunjung, @Chuggernaut?
Yeah, they are different instances. I've been through all three as both a Cadwell-questing Veteran and a "fresh" soul-shriven, and let me tell you, it's quite a different experience. The level 1-50 instances are much more crowded, which is a good thing, in my opinion.
Then for the original 1-50 zones to act as silver and gold, wouldn't they have to be new instances of those zones?
I would be fine with that as long as the achievements from the 1-50 were carried over. A "Caldwell's Bronze" would be fine with me.
Of course, once you get to VR14, you'd outlevel most of Bronze, Silver, and Gold, putting you back in the same boat of being too high a level for the mobs in the area.
What then? Same issue we have with 1-50. Unplayable content.
Yeah, that's why I suggested that it would be better to level them all to Craglorn levels after you finish Cadwell's. All three zones scaled to VR11-VR14 would give us plenty of grinding spots, at least.
The beautiful thing about starting Alik'r Desert at level 48 is that you already have good gear that you never have to repair.
There are rewards to playing the game non-linearly...
The beautiful thing about starting Alik'r Desert at level 48 is that you already have good gear that you never have to repair.
There are rewards to playing the game non-linearly...