ESO - One Tamriel (what are your thoughts?)

  • Rev Rielle
    Rev Rielle
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    Enodoc wrote: »
    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?

    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).

    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.
    Edited by Rev Rielle on June 13, 2016 10:25AM
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  • Eshelmen
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    Lysette wrote: »
    Eshelmen wrote: »
    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.
    PC and PS4 EP only player
  • Lysette
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    Rev Rielle 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.

    Indeed, I will finally be able do content with friends, who are much higher in level than I am, and not be the one, who needs to be protected and is a burden due to this, but who can actually contribute to the group effort in positive ways.
  • NewBlacksmurf
    NewBlacksmurf
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    Nifty2g wrote: »
    Jaronking wrote: »
    Nifty2g wrote: »
    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
    Wait 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?
    Can't expect the grouping to be perfect, never will be. But I assume people would have a lot more skillpoints or something

    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.

    They really aren't making you 50.
    They are just removing limitations. Your loot and such is your level, so you still have to level but in this new adjustment, you can experience most whenever you want so just think of it as "play as you want" moreso than before regarding content.
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  • Neizir
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    I predicted this feature over a year ago.

    To see it finally come to fruition is amazing. This could possibly be the best ever change to the game since launch - you can go wherever you want, whenever you want no matter your level, just like a true TES game should be. Exciting times ahead, I really can't wait for this to come.

    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.
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  • Bam_Bam
    Bam_Bam
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    It's an interesting change and I think a much needed one especially for theSkyrim/open world afficianados. Hopefully they will also introduce mores roads (et al) to get to and from neighbouring areas rather than the current physical (huge cliffs) obstacles.
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  • NewBlacksmurf
    NewBlacksmurf
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    Edit
    Wrong thread
    Edited by NewBlacksmurf on June 13, 2016 10:44AM
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  • Lysette
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    Eshelmen wrote: »
    Lysette wrote: »
    Eshelmen wrote: »
    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.

    Well, I am an EVE online player since 2008 - there are no levels at all, just skills and reputation. A lot of new players have at start a problem with it, to have to find their own goals after having done tutorial missions (career agents). Some have a hard time to deal with that freedom - the freedom to choose your own fate and destiny in the game - but it's awesome to be free.

    Edit: and yes, it is a matter of getting used to, freedom is hard for many to deal with, because they have no real freedom in their real life. But it is really awesome to be actually free, even it needs some getting used to - and yes, freedom is overwhelming, but worth having.
    Edited by Lysette on June 13, 2016 10:37AM
  • Enodoc
    Enodoc
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    Rev Rielle wrote: »
    Enodoc wrote: »
    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?
    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).

    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.
    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?

    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.
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  • josh.lackey_ESO
    josh.lackey_ESO
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    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.
  • mechsauc3
    mechsauc3
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    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.
  • Taruha
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    mechsauc3 wrote: »
    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.

    Wat xD
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  • Lysette
    Lysette
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    Enodoc wrote: »
    Rev Rielle wrote: »
    Enodoc wrote: »
    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?
    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).

    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.
    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?

    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.
    Edited by Lysette on June 13, 2016 10:43AM
  • clayandaudrey_ESO
    clayandaudrey_ESO
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    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.
  • NewBlacksmurf
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    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.

    Well I purchased the game once on consoles but anyone who plays it on my "home console" for Xbox one doesn't need to buy the game again. They just use their own account and play but everything else like DLC and stuff they do have to buy
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • lardvader
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    Well this gives me a reason for going back to certain areas with my maxed out players. There are plenty of low level players in our guild also and questing with them will be way more fun since we're scaled and will all make progress (or at least not ruin the experience because of OP powercreeps).

    Let's see how this works out...
    CP 1200+ PC EU EP
  • Lysette
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    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.

    Nah, a lower level player will never be on par with a high level player due to these changes - they have still quite different skill points and access to gear and loot - if I go and harvest a node in the gold coast, I will get low level mats from those, while a high level player will get high level mats from this same node. If I open a chest, I get pieces which are my level, I will not have access to any high level gear in the very same chest. There is still a significant difference between high and low level players.
  • Saltypretzels
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    I'm like "meh". At this point in the game's life it means little for experienced players. I wish they had this from the start, it will make the game feel more elder-scrollsy for new players.
  • Neizir
    Neizir
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    Just to clarify, will Cyrodiil still be level-restricted after this or can we go there immediately after the tutorial?
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  • Syntse
    Syntse
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    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. :/

    One Tamriel is core game change and cannot be counted as DLC so there will be more actual DLC content coming too in autumn. They just haven't officially announced those yet.
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  • Enodoc
    Enodoc
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    Lysette wrote: »
    Enodoc wrote: »
    Rev Rielle wrote: »
    Enodoc wrote: »
    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?
    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).

    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.
    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?

    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.
    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.

    Edited by Enodoc on June 13, 2016 10:55AM
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  • Lysette
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    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. This will be great for people, who did not have access to this feature yet - they can start out in a "foreign" area and play there, much like they could have done it, with the any race, any faction feature before.
    Edited by Lysette on June 13, 2016 10:57AM
  • Enodoc
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    Lysette wrote: »
    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.
    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.
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  • JKorr
    JKorr
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    Lysette wrote: »
    Enodoc wrote: »
    Rev Rielle wrote: »
    Enodoc wrote: »
    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?
    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).

    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.
    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?

    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.
    Edited by JKorr on June 13, 2016 10:59AM
  • Rev Rielle
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    Neizir wrote: »
    ...

    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.

    Yes. I agree.
    Enodoc wrote: »
    Rev Rielle wrote: »
    Enodoc wrote: »
    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?
    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).

    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.
    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?

    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.

    Well they're not really separate. Sure they're not directly linked, but it's fairly safe to say there is a correlation between the number of skill points a character has and their level.

    I don't think story-line progression will be changed, at least for the main story threads (Guilds, main story, story-ine in each zone, etc). Sure, some players will jump about, and do whatever, and sure some quests won't really make all that much sense to them, but that's their decision, and if they do that they don't really put that much emphasis in story/lore to begin with. Those players that do enjoy the lore/story etc, will still do just like they always do: Play the game in the logical progression and let the story lines and quests facilitate their movement throughout the game world (something that ESO does very well).

    I'd love to have levels completely gone from the game too. But I think ZoS thinks that's too much for the MMO player-base to handle. For so long leveling has been one of the holy grail carrots for almost all MMOs. I just can't see that going away. A lot of players like to have some sort of quantitative simple measure of their character's progression, and levels provide this for them, regardless of however closely tied actual character progression/strength is tied to the level number.

    The new system will give us a choice to play how we want.
    Edited by Rev Rielle on June 13, 2016 11:17AM
    If you can be anything, be kind.
  • Jaronking
    Jaronking
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    Lysette wrote: »

    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.
    @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.
  • Blevil
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    This seems to be exactly what console needed considering those silver and gold zones are practically ghost towns. Although it does raise the question on how many console players are actually still here. For them to remove faction barriers, it could suggest much fewer players still active than a year ago and in order to keep the mmo feel, we need to have more player interactions.
    |--| /-\ \/\/ /-\ | | `"*-.,
  • Rev Rielle
    Rev Rielle
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    JKorr wrote: »
    Lysette wrote: »
    Enodoc wrote: »
    Rev Rielle wrote: »
    Enodoc wrote: »
    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?
    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).

    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.
    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?

    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.

    Can you explain what you're concerned about with regards to crafting?
    I'm sure there will be allocations made so crafters can harvest lower-level materials if need be. Perhaps
    best not to worry until we know for certain what mechanics are in place.
    If you can be anything, be kind.
  • I_killed_Vivec
    I_killed_Vivec
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    Enodoc wrote: »
    Lysette wrote: »
    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.
    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.

    Do they still sell the Explorer's Pack that allows any race, any faction? Or the Imperial Edition?

    If they do then I can't see why they'd allow you to be in one faction but start in another - for financial reasons. And in terms of game play, why be in EP but start off fighting for DC or AD?



  • randolphbenoit
    randolphbenoit
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    Kinda felt game was heading that way anyway and I am glad now I be able to help out my friends when they pick up the game in the fall. And there some players from other alliances I love to do quests with. But had hope see some info on housing and upcoming DLC for 2016.
    the NeXus Guild (NA-DC-Crafters) contact @randolphbenoit - Currently Allies to Fairy Tail of Tamriel (Social) and Brave Kore (DC PvP). https://twitter.com/randolphbenoit

    Saltrice - (Salt tolerant rice) Saltrice, pronounced just like it looks is, in fact, a kind of rice that can grow in paddies of either fresh or brackish water.
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