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Raising the VR cap caused the PVE/PVP IC problems.

  • Elloa
    Elloa
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    I've no problem with it and I'm enjoying the Hell out of this DLC. I'm mostly a PVE player, with carebear tendencies.
  • Mighty_oakk
    Mighty_oakk
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    If they didn't raise cap they would of simply added better gear. End game level progression or end game gear progression we would of arrived in the same place.
  • SeptimusDova
    SeptimusDova
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    It's about profit
  • Iluvrien
    Iluvrien
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    If they didn't raise cap they would of simply added better gear. End game level progression or end game gear progression we would of arrived in the same place.

    Or they could have retained the old cap but introduced gear that presented new options, rather than new power levels.

    It didn't have to end up this way.
  • Arato
    Arato
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    If they didn't raise cap they would of simply added better gear. End game level progression or end game gear progression we would of arrived in the same place.

    Not entirely true. They would have added different gear with different set bonuses that may have been "better" yet would have had the same stats for health bonuses and the like. Sidegrades rather than direct upgrades, provide more options and open up new playstyles A more interesting progression than simply "all your stats get higher"

    But the materials wouldn't have changed for crafted gear/sets, it'd just be the dungeon sets and IC pvp sets from Tel Var stones.

    Like, when they added undaunted helms it wasn't higher stats than other gear of its quality and level, but the set bonuses created new playstyles and options that made them popular, even though the helmets were statistically inferior to a VR14 helmet, people used them for the set bonus that altered gameplay.

    Far more interesting.

    In a way it's like Diablo 3. They haven't raised the level cap from 70 but they keep introducing new gear. They even took the stats off the set bonuses of set gear, and the stats aren't getting any higher but the set bonuses and new unique legendaries they introduce each season unlock new playstyles using skills in ways you normally would not think to use them in or using skills that were totally underpowered before but now with the new sets they're your best skills.

    There is still substantial power creep in Diablo 3 so it's not a perfect model but it does keep things fresh when there's new items each season and you can't wait to make a new seasonal character to get all this new gear and try out these new playstyles.

    They could have been boring and just cranked up your level and stats, but making new legendary gear with new unique powers is just way more fun than that.
    Edited by Arato on September 7, 2015 12:56AM
  • Moonshadow66
    Moonshadow66
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    As a single PvE player I can say that raising the cap was a bad thing, really. Although 4 of 5 characters of mine that were VR14 before the update hit VR15 with the update (one was a few % away, so I could grind it out), but another VR14 was at about 40% progress to VR15 and was at 47% after the update.
    I cannot level up in ANY way since I don't get any significant XP that would be worth to continue with. Outside-mobs give 0,02-0,03% XP, public dungeon mobs give 0,01% XP (even with XP pots!), really, I could swear this was a LOT higher before the update! Trying to grind it out at the Oger camp in Reaper's March caused another player to send me away since it was "his" grinding spot. So.. uhm, yeah. These high VR characters of mine are all Tamriel Heroes, so there are no quests to do anymore (except for a few single ones which I've missed to do).

    Another character which I'm currently dragging through all zones just hit VR13 in Greenshade yesterday which is a VR8 Gold zone for me. I almost got no XP anymore until I entered Malabal Tor when Greenshade was completed.
    The cool thing is that, due to the decreased amount of XP we need for a rank, it's the first time I made it to 5 ranks above zone rank (previously up to 4 maximum), so I thought I'll try to hit VR16 during questing in PvE land. The bad thing is, the 5-rank/level barrier still exists, so I will definitely not be able to level up to max level in the end, as I stated above in the first paragraph. I guess if I'm lucky I can hit VR15 during quests, but not any higher than that. This sucks!!

    Another thing: why the hell can we only obtain VR10 water in Craglorn? Why not in VR10 zones (Reaper's March, The Rift, Bangkorai)??? Wouldn't have putting it in these zones the normal thing to do?
    Venus Ocean - Breton Sorceress VR16, EP, Tamriel Hero | Gixia - Breton Sorceress VR16, EP, Tamriel Hero
    Frances Demnevanni - Breton Dragonknight VR16, EP, Tamriel Hero | Raygee - Breton Nightblade VR16, EP, Tamriel Hero
    Lady Olivieri - Breton Nightblade VR16, EP, Tamriel Hero | Donna Demnevanni - Breton Templar VR16, DC, Tamriel Hero
    Elaine Benes - Breton Templar VR16, EP | Ray McCluck - Breton Sorcerer VR16, EP
    Moonshadow Demnevanni - Dunmer Dragonknight Lvl 50, EP | Jamie Stacey - Redguard Templar Lvl 50, EP
    Caia Cosades - Imperial Nightblade, EP

  • Farorin
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    I agree that they didn't need to raise the cap, but I don't think it was to "force" anyone to do anything, I think it was just a bit of hasty development, and rather than creating some real lateral progression which takes more time, energy and thought, they just added some more vertical progression, seeing as how it is quicker and easier to do that.
  • Iluvrien
    Iluvrien
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    Farorin wrote: »
    I agree that they didn't need to raise the cap, but I don't think it was to "force" anyone to do anything, I think it was just a bit of hasty development, and rather than creating some real lateral progression which takes more time, energy and thought, they just added some more vertical progression, seeing as how it is quicker and easier to do that.

    I think that taking all of the things together (new currency, new materials, no overland harvesting, increase in cap, new sets and crafting stations, increased importance of dropped vs. crafting) I would say that it was precisely to make players feel pressured to get into the PvP morass in IC.

    I would say that "forced" is always going to be strong word, but I think the intention was always to draw players towards this new grind. I actually feel that I want to give ZOS credit in this, I don't think this was hasty or rushed development. I think it was planned with the mechanical aspects of this DLC working together to pressure players to buy it and join in.

    I think it is an evil that we would have been spared if they had stayed true to their vision, and their customers, and retained the sub.... but when they abandoned that, they abandoned all pretense towards having any other factor driving the production of content. This isn't about making the best MMO ever, this isn't about artistry in content, this isn't about enjoyable mechanics and true replayability (rather than just grinding). This is about selling as many copies of the DLC as is humanly possible. And in creating content that supports that goal through exclusivity of materials and new grinds? I think they did quite well.

    [EDIT: Minor spelling changes]
    Edited by Iluvrien on September 7, 2015 3:17AM
  • Arato
    Arato
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    They might not be "forcing" but they are definitely manipulating.
  • Tors
    Tors
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    Arato wrote: »

    ZOS should be ashamed.



    Why? The people who won't pay for it are playing a free game.

    If you want to play for free, then there are downsides.


    Better late Than Pregnant....
    The shadow cabinet, a group of people who pretend to have jobs they do not actually have

    EU PC - Azura's Star
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  • Arato
    Arato
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    Tors wrote: »
    Arato wrote: »

    ZOS should be ashamed.



    Why? The people who won't pay for it are playing a free game.

    If you want to play for free, then there are downsides.


    For polarizing the community and turning it against each other. These pve vs pvp player arguments didn't happen (not to this extent anyway) prior to this release.
  • Farorin
    Farorin
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    Iluvrien wrote: »
    Farorin wrote: »
    I agree that they didn't need to raise the cap, but I don't think it was to "force" anyone to do anything, I think it was just a bit of hasty development, and rather than creating some real lateral progression which takes more time, energy and thought, they just added some more vertical progression, seeing as how it is quicker and easier to do that.

    I think that taking all of the things together (new currency, new materials, no overland harvesting, increase in cap, new sets and crafting stations, increased importance of dropped vs. crafting) I would say that it was precisely to make players feel pressured to get into the PvP morass in IC.

    I would say that "forced" is always going to be strong word, but I think the intention was always to draw players towards this new grind. I actually feel that I want to give ZOS credit in this, I don't think this was hasty or rushed development. I think it was planned with the mechanical aspects of this DLC working together to pressure players to buy it and join in.

    I think it is an evil that we would have been spared if they had stayed true to their vision, and their customers, and retained the sub.... but when they abandoned that, they abandoned all pretense towards having any other factor driving the production of content. This isn't about making the best MMO ever, this isn't about artistry in content, this isn't about enjoyable mechanics and true replayability (rather than just grinding). This is about selling as many copies of the DLC as is humanly possible. And in creating content that supports that goal through exclusivity of materials and new grinds? I think they did quite well.

    [EDIT: Minor spelling changes]

    Very good points. I hereby reward you with an "Insightful"
    Edited by Farorin on September 8, 2015 5:28AM
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