Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
What's the point of progressing as a new player if everything is already available at the start?
Who the hell wants to play an MMO that has no sense of direction?
Makes no sense to me at all.
Skill driven MMOs are like this - you have to find your direction, it is not forced on you by the game.
Rev Rielle wrote: »SantieClaws wrote: »Also this one would suggest that now it will be easier to get help from your many friends to bring down that nasty monster when all friends can travel to each other.
Yours with paws
Santie Claws
I agree! For me this is the single best addition.
We can now help out friends, or others that need help, without completely trivializing their content, or being limited by our alliance. It's going to be great for those of us that like to help out. Really really great news.
paleobonesb14_ESO wrote: »NewBlacksmurf wrote: »Can't expect the grouping to be perfect, never will be. But I assume people would have a lot more skillpoints or somethingWait so @Nifty2g it seems like everyone will just be CP 150 when you start the game.If everyone battled level what the point of that?Also wouldn't that make people want to use the grouping tool less since you can now be in a group with a level one during Vet Dungeons?all they are doing is effectively removing 1-50 and making it all based around champion points, which i believe would be their long term goal. I 100% agree with it
They aren't giving away skill and stat points. Matt F specifically mentioned this.
It's just opening up the world....nothing more or less.
Peoples behaviors will continue but now ppl can group without some existing restrictions.
Imagine each town regardless of you're starting faction, being a hub.
Imagine guilds being....Guilds.
This basically sets up the game to be what it should've been day 1.
An open sandbox and while I know ppl don't realize how much good this brings, even if nothing else is changed in the fall, this announcement is the best thing. I actually would've preferred this over the silly VR to CP conversion but not to be confused. Levels 1-49 matter still
How do levels 1-49 matter? Everything is being battle leveled. They are making us all 50 and you just unlock skill pts and champion pts as you gain xp.
What's the point of progressing as a new player if everything is already available at the start?
Who the hell wants to play an MMO that has no sense of direction?
Makes no sense to me at all.
Skill driven MMOs are like this - you have to find your direction, it is not forced on you by the game.
I disagree completely. Skill driven? How is walking up to a new quest, clicking through it, doing a typical fetch quest or a typical kill this or that boss considered skillful? 99% of the PVE quests are like this.
Especially when they're dumbing down every thing? On top of that, new players don't typically have a full understanding of the game and how it works. So how is throwing everything out there, fully available, unlocked doing new players any favors? MMOs can be overwhelming at times for new players and having a some what linear story by going zone to zone in a certain order can ease that overwhelming feeling. Now? It's all over the place.
Just my opinion though.
That's fine with me, as I'd be happy with a game that had no levels at all. But if levels are still going to "exist", what's the point in them if they don't increase your power?Rev Rielle wrote: »Progression is much more than just 'level' I think. We've skills levels, morphs and their levels, skill points, attribution points, and lets not forget our celestial star twinkles (Champion points).Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
And then there are all the 'not-so-tangible' progressions, like learning those skills, how to use them. Just when to block, dodge, interrupt, counter, knock down, etc etc etc.
Finally there is story/zone progression; completing zones, quest lines, providing guild skill-lines through world interaction, involving our characters in the lore, and world so we learn just what's going on to give us and our character some context for the game.
Progression takes many forms I believe in ESOTU, and I think certainly doesn't begin or end with our character's level. The biggest challenge I think will be effectively and clearly educating new players as to that fact.
NewBlacksmurf wrote: »I think we need to consider it 7 million active accounts just due to how this game works on consoles.
But maybe if it's 7 mil sold, there's many more active accounts which is impressive.
The only negative i can say about this,
Equalizing level within the area means no mmorpg feel. I sometimes roam around high level areas to get 1shot by mobs for fun.. but now the dream is dead.
That's fine with me, as I'd be happy with a game that had no levels at all. But if levels are still going to "exist", what's the point in them if they don't increase your power?Rev Rielle wrote: »Progression is much more than just 'level' I think. We've skills levels, morphs and their levels, skill points, attribution points, and lets not forget our celestial star twinkles (Champion points).Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
And then there are all the 'not-so-tangible' progressions, like learning those skills, how to use them. Just when to block, dodge, interrupt, counter, knock down, etc etc etc.
Finally there is story/zone progression; completing zones, quest lines, providing guild skill-lines through world interaction, involving our characters in the lore, and world so we learn just what's going on to give us and our character some context for the game.
Progression takes many forms I believe in ESOTU, and I think certainly doesn't begin or end with our character's level. The biggest challenge I think will be effectively and clearly educating new players as to that fact.
Skills and CPs are separate from levels, so skill and champion progression are independent of level progression. Attributes are directly scaled by battle-levelling, so there's no attribute progression with levels as you'll always be scaled to max. Player progression is just what it is, and level doesn't impact that anyway. Story progression was indirectly tied to level as successive parts of the story were geared to increasing levels; Story progression may be impacted quite highly, as you would be able to do quests which come later in the timeline before you do the ones that come earlier, which would have a large impact on continuity.
josh.lackey_ESO wrote: »NewBlacksmurf wrote: »I think we need to consider it 7 million active accounts just due to how this game works on consoles.
But maybe if it's 7 mil sold, there's many more active accounts which is impressive.
I'm not sure I follow you. How does this game work on consoles that is different from PC in this regard? I take his statement to mean that they've sold 7 million copies of the game. Many of those people probably stopped playing or don't play very often. It's still a pretty impressive number.
clayandaudrey_ESO wrote: »Crafting bags will become useless in this battle leveled world. You can just wear your quest gear and be on par with a maxed level character. You will only need mats for end game gear and that will not require an unlimited bag to haul this stuff around. ESOplus will be a useless thing unless you just "want to support the game" by giving this bunch your hard earned(or i guess in some situations your parents hard earned) money.
I foresee a move to bigger cash shop. I don't see this move as a way to garner more subscriptions but more as a move to put the game into what some call maintenance mode. I think you will still see smaller DLCs like the last we got but I would not expect any future content to be substantial.
This is just a move to make the game more casual because development is becoming more casual.
Northern_Eve wrote: »A huge meh.
I will have to wait and see, but if this is the only thing Zos has in store for the autumn, I'm not sure ESO will stay interesting for me.
Sure, but what use is that? I'm Level 15, and got Level 15 gear and loot, and made Level 15 gear from those mats. It's all battle-levelled to 50 +CP 150. Later on, I'm Level 30 and get Level 30 gear and loot. That's battle-levelled to 50 +CP 150 as well. Sure the lower-level gear will become less effective, so I guess maybe that's what levelling does for you now.Levels will still decide about what gear you can use, what kind of loot you will get and what harvesting nodes offer to you - so levels will still matter, but not as much as before.That's fine with me, as I'd be happy with a game that had no levels at all. But if levels are still going to "exist", what's the point in them if they don't increase your power?Rev Rielle wrote: »Progression is much more than just 'level' I think. We've skills levels, morphs and their levels, skill points, attribution points, and lets not forget our celestial star twinkles (Champion points).Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
And then there are all the 'not-so-tangible' progressions, like learning those skills, how to use them. Just when to block, dodge, interrupt, counter, knock down, etc etc etc.
Finally there is story/zone progression; completing zones, quest lines, providing guild skill-lines through world interaction, involving our characters in the lore, and world so we learn just what's going on to give us and our character some context for the game.
Progression takes many forms I believe in ESOTU, and I think certainly doesn't begin or end with our character's level. The biggest challenge I think will be effectively and clearly educating new players as to that fact.
Skills and CPs are separate from levels, so skill and champion progression are independent of level progression. Attributes are directly scaled by battle-levelling, so there's no attribute progression with levels as you'll always be scaled to max. Player progression is just what it is, and level doesn't impact that anyway. Story progression was indirectly tied to level as successive parts of the story were geared to increasing levels; Story progression may be impacted quite highly, as you would be able to do quests which come later in the timeline before you do the ones that come earlier, which would have a large impact on continuity.
I guess it depends on how it's implemented. Will factions determine your PvE starting point, for example? How will the open zone access be introduced? What happens to the continuity of the Alliance Story? There's too many unknowns right now.If I see this correctly, than the "any race, any faction" feature makes then just a difference in PvP, but no longer in the rest of the game world.
That's fine with me, as I'd be happy with a game that had no levels at all. But if levels are still going to "exist", what's the point in them if they don't increase your power?Rev Rielle wrote: »Progression is much more than just 'level' I think. We've skills levels, morphs and their levels, skill points, attribution points, and lets not forget our celestial star twinkles (Champion points).Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
And then there are all the 'not-so-tangible' progressions, like learning those skills, how to use them. Just when to block, dodge, interrupt, counter, knock down, etc etc etc.
Finally there is story/zone progression; completing zones, quest lines, providing guild skill-lines through world interaction, involving our characters in the lore, and world so we learn just what's going on to give us and our character some context for the game.
Progression takes many forms I believe in ESOTU, and I think certainly doesn't begin or end with our character's level. The biggest challenge I think will be effectively and clearly educating new players as to that fact.
Skills and CPs are separate from levels, so skill and champion progression are independent of level progression. Attributes are directly scaled by battle-levelling, so there's no attribute progression with levels as you'll always be scaled to max. Player progression is just what it is, and level doesn't impact that anyway. Story progression was indirectly tied to level as successive parts of the story were geared to increasing levels; Story progression may be impacted quite highly, as you would be able to do quests which come later in the timeline before you do the ones that come earlier, which would have a large impact on continuity.
Levels will still decide about what gear you can use, what kind of loot you will get and what harvesting nodes offer to you - so levels will still matter, but not as much as before.
...
Hats off to ZOS for finally changing the traditional themepark formula and finally giving us what the game should've always been - an Elder Scrolls game with MMO features.
That's fine with me, as I'd be happy with a game that had no levels at all. But if levels are still going to "exist", what's the point in them if they don't increase your power?Rev Rielle wrote: »Progression is much more than just 'level' I think. We've skills levels, morphs and their levels, skill points, attribution points, and lets not forget our celestial star twinkles (Champion points).Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
And then there are all the 'not-so-tangible' progressions, like learning those skills, how to use them. Just when to block, dodge, interrupt, counter, knock down, etc etc etc.
Finally there is story/zone progression; completing zones, quest lines, providing guild skill-lines through world interaction, involving our characters in the lore, and world so we learn just what's going on to give us and our character some context for the game.
Progression takes many forms I believe in ESOTU, and I think certainly doesn't begin or end with our character's level. The biggest challenge I think will be effectively and clearly educating new players as to that fact.
Skills and CPs are separate from levels, so skill and champion progression are independent of level progression. Attributes are directly scaled by battle-levelling, so there's no attribute progression with levels as you'll always be scaled to max. Player progression is just what it is, and level doesn't impact that anyway. Story progression was indirectly tied to level as successive parts of the story were geared to increasing levels; Story progression may be impacted quite highly, as you would be able to do quests which come later in the timeline before you do the ones that come earlier, which would have a large impact on continuity.
@Lysette That's not true at all.It just the copies sold not that many people still playing the game.Its how single player games announce game sales.We sold 5 million copies but only 1 million players are playing the game past the first week.The population is decreasing man accept it.If they said 7 million concurrent players daily across all three platforms that would have been impressive you would have been right buts that's not the case.Its boxes sold and in a MMO IMO that means nothing if not even half of those players stay.
Edit: I am as well happy to finally hear a number, which should end the rumors about decreasing populations, while in fact they are increasing, just like it felt in all of the months where I am in ESO. Looks like we will finally get our TES fan version of Tamriel. Mr. Firor said, this is upcoming for fall - now guess, what I think, will be our christmas gift this year - Vvardenfell - it has to be Vvardenfell. Zenimax is on the revival trip, see the many announcements, which resurrect legacy games and give them some new shine - what would be better in this matter than to have Vvardenfell be treated in the same way in ESO - it would go pretty well with what Bethesda is aiming at currently.
That's fine with me, as I'd be happy with a game that had no levels at all. But if levels are still going to "exist", what's the point in them if they don't increase your power?Rev Rielle wrote: »Progression is much more than just 'level' I think. We've skills levels, morphs and their levels, skill points, attribution points, and lets not forget our celestial star twinkles (Champion points).Very much looking forward to the cross-faction possibilities. Not sure how the story progression will work, though.
Battle-levelling everywhere I really don't know about. If you can't go to an area and find a monster that you can't kill because it's too powerful (meaning you need to level up to be able to handle it), where's the sense of progression?
And then there are all the 'not-so-tangible' progressions, like learning those skills, how to use them. Just when to block, dodge, interrupt, counter, knock down, etc etc etc.
Finally there is story/zone progression; completing zones, quest lines, providing guild skill-lines through world interaction, involving our characters in the lore, and world so we learn just what's going on to give us and our character some context for the game.
Progression takes many forms I believe in ESOTU, and I think certainly doesn't begin or end with our character's level. The biggest challenge I think will be effectively and clearly educating new players as to that fact.
Skills and CPs are separate from levels, so skill and champion progression are independent of level progression. Attributes are directly scaled by battle-levelling, so there's no attribute progression with levels as you'll always be scaled to max. Player progression is just what it is, and level doesn't impact that anyway. Story progression was indirectly tied to level as successive parts of the story were geared to increasing levels; Story progression may be impacted quite highly, as you would be able to do quests which come later in the timeline before you do the ones that come earlier, which would have a large impact on continuity.
Levels will still decide about what gear you can use, what kind of loot you will get and what harvesting nodes offer to you - so levels will still matter, but not as much as before.
The havesting materials nodes is what I am not happy about. All of my current characters are above the "beginner areas". I don't want to have to respec my crafters to go harvest iron and jute. I don't want to have to make new alts and keep them from leveling to go harvest iron and jute, or the next level mats, or the next level.... If this is how the new system works, its going to suck for anyone who wanted to be a crafter.
I guess it depends on how it's implemented. Will factions determine your PvE starting point, for example? How will the open zone access be introduced? What happens to the continuity of the Alliance Story? There's too many unknowns right now.If I see this correctly, than the "any race, any faction" feature makes then just a difference in PvP, but no longer in the rest of the game world.