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Shrinking the game world

PS4_ZeColmeia
PS4_ZeColmeia
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Right now the PvE world is so instances that it still feels empty. I think the changes to Caldwell's silver and gold paves the way to shrink the instances to help increase player interaction.

I'm not taking credit for all of these as I think these have been suggested at different times.

1) make all non base game zones (excluding craglorn) dynamically level down and no cp so that the xp is still good in the zones, high levels can play equally with low levels, and there is a challenge while also giving a source of low level resources without respec.

2) I know the devs don't want to do any work on craglorn but craglorn needs to dynamically level up to v16, quests added to the activity finder, and loot sets maxed to player level.

3) while we are at it all zones that dynamically level to v16 (dungeons, suggested change to craglorn) should drop sets to player actual level.

4) resource nodes should work like leather on dead animals: group lootable. This would encourage grouping when farming. Just make there be a dead plant carcass form once picked by someone in the group and de spawn when the resource red pawns or is looted. I am fine with lower out put while in the group as the lowered competition will probably work out to be the same.

5) make ally skills only work in group. If I'm solo I hate healing ward going to non grouped people. On the other hand, if they only worked in a group it might encourage people to group at world bosses or group dungeons. This might be a stretch but it could happen. Probably will help lag too.

I think most of all this exists in the game but would involve changing things from zone specific mechanics to global variables and mechanics. The great thing is that this overhaul will make most everything in the zones similarly coded which will make future tweaks easier to update and fix.
PSN: ***___Chan (3 _s)
Hybrid, All-Role NB
  • Alorier
    Alorier
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    Hmm I'm happy with how things are at the moment and don't see a need for a change
  • TheShadowScout
    TheShadowScout
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    Zones levelling is generally a horrible idea, due to too many players at too many different levels being around...

    Player downscaling is also a bad idea, for mainstory zones - since at that point, some players who are new and still learning, may occasionally -need- to tackle some things overlevelled; and veteran players usually find it vexing to get downgraded from their hard-earned power level (I know I did when I encountered the mechanic elsewhere)

    If anything, set the zones to max level, and add battle levelling for the -players-; like in cyrodil, Orsinium and every future DLC; something that might work refitted to Craglorn, and maaaaybe even the Cadwells Silver&Gold zones (since the final phase of the champion system will make those obtional anyhow).
    Nothing more is needed.
  • Naff
    Naff
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    Zones levelling is generally a horrible idea, due to too many players at too many different levels being around...

    Player downscaling is also a bad idea, for mainstory zones - since at that point, some players who are new and still learning, may occasionally -need- to tackle some things overlevelled; and veteran players usually find it vexing to get downgraded from their hard-earned power level (I know I did when I encountered the mechanic elsewhere)

    If anything, set the zones to max level, and add battle levelling for the -players-; like in cyrodil, Orsinium and every future DLC; something that might work refitted to Craglorn, and maaaaybe even the Cadwells Silver&Gold zones (since the final phase of the champion system will make those obtional anyhow).
    Nothing more is needed.

    Agreed. I'd like to see Craglorn refitted a bit too. Battle leveled and maybe add a couple or "Wrothgar" type world bosses and some dailies that involved them, etc...

    Resource nodes group lootable? Seems to me this would make mats worthless. Hurt in game economy. Group farmers would hit Craglorn and even nirncrux would be plentiful and cheap.
    CP600
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  • tinythinker
    tinythinker
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    Naff wrote: »
    Zones levelling is generally a horrible idea, due to too many players at too many different levels being around...

    Player downscaling is also a bad idea, for mainstory zones - since at that point, some players who are new and still learning, may occasionally -need- to tackle some things overlevelled; and veteran players usually find it vexing to get downgraded from their hard-earned power level (I know I did when I encountered the mechanic elsewhere)

    If anything, set the zones to max level, and add battle levelling for the -players-; like in cyrodil, Orsinium and every future DLC; something that might work refitted to Craglorn, and maaaaybe even the Cadwells Silver&Gold zones (since the final phase of the champion system will make those obtional anyhow).
    Nothing more is needed.

    Agreed. I'd like to see Craglorn refitted a bit too. Battle leveled and maybe add a couple or "Wrothgar" type world bosses and some dailies that involved them, etc...

    I also concur, too, as well.

    Edited by tinythinker on March 30, 2016 3:12PM
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  • PS4_ZeColmeia
    PS4_ZeColmeia
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    Naff wrote: »
    Zones levelling is generally a horrible idea, due to too many players at too many different levels being around...

    Player downscaling is also a bad idea, for mainstory zones - since at that point, some players who are new and still learning, may occasionally -need- to tackle some things overlevelled; and veteran players usually find it vexing to get downgraded from their hard-earned power level (I know I did when I encountered the mechanic elsewhere)

    If anything, set the zones to max level, and add battle levelling for the -players-; like in cyrodil, Orsinium and every future DLC; something that might work refitted to Craglorn, and maaaaybe even the Cadwells Silver&Gold zones (since the final phase of the champion system will make those obtional anyhow).
    Nothing more is needed.

    Agreed. I'd like to see Craglorn refitted a bit too. Battle leveled and maybe add a couple or "Wrothgar" type world bosses and some dailies that involved them, etc...

    Resource nodes group lootable? Seems to me this would make mats worthless. Hurt in game economy. Group farmers would hit Craglorn and even nirncrux would be plentiful and cheap.

    Yeah the group lootable is a stretch idea and could be stupid if done poorly so that would be the last of my ideas to really implement
    PSN: ***___Chan (3 _s)
    Hybrid, All-Role NB
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