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one tamriel why !!

  • I_killed_Vivec
    I_killed_Vivec
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    Pros:
    * A lot of new sets coming out, and it will be funny to try those out.

    Cons:
    * All trial gear is BoP

    * All zones are scaled, takes away the feeling of levelprogression im my opinion

    * All nodes (raw material) is scaled to your crafting level, so if you´re max level crafter you can´t find lowlevel mats in the world. Those will only be achieved by doing crafting writs (which is pure BS). I personally likes to farm the stuff I want by roamming and picking stuff up, but that´s just my preferrable playstyle.

    * The "go everywhere you want from the start". As you might know you can go anywhere you want from start now and everyone will share the same areas, the bigger cities will be very crowded, BUT, as long as ZOS have a plan so that it doesn´t become more laggy than it already is I´m fine with it.

    * Craglorn is getting solofriendly: It was from the beginning (you could solo 8/10 dungeons i craglorn). People always complained about not being able to find anyone to do the Craglorn questline with (and I can agree that it was an issue). The reason behind this (IMO) was that the rewards from completing the quest/questline wasn´t so great that you would spend time doing it, so the optimal solution would´ve been to give better rewards for doing quests in craglorn, not making craglorn solofriendly (aka, new wrothgar).

    Outside of the BOP sets, most players consider your "Cons" to be "Pros".

    Some players.

    None of us has any idea how it will be received. It might turn out to be a disaster, with people leaving in droves because there is no progression because nothing is hard (and will only get easier with CP power creep).
  • Stardark
    Stardark
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    DarkLord wrote: »
    Stardark wrote: »
    DarkLord wrote: »
    and bigger Raids (my personal preference) it would be perfect.
    Curious, if slightly off topic, but why?

    (For reference I have raided in 2 games, one was 8 man raids which were great, then upped to 40 man and the game almost instantly died. The other is ESO.)

    My favorite Raids were EQ, EQ2 and Vanilla WoW with up to 40 people (EQ didn't have any limit actually), having more spots to fill gave the chance to new players who were learning to get invited

    With a small restricted number of players each Raid Force has to be made by "Professional", excluding more casual or new inexperienced players which might never be able to experience Raiding properly.

    Even though I am a Raider, I often find it difficult to get into the Raiding Club in games with a small Raiding Force, because Leaders tend to be very selective (basically you need to be born with the knowledge because you won't get the chance to learn it).

    I remember in EQ I was a lvl 45 Paladin and got invited to the main Raid (a level 60 Raid) because there were no number restrictions.
    I participated every week, no loot for me, no XP and could not contribute much (except for resurrecting people after wipes), yet I learned a lot and had lots of fun.
    Eventually I became the Raid Leader, similar story in EQ2 and WoW.
    Nowadays I struggle to learn the Raids in newer games since getting into one requires the equivalent of a fully certificate NASA Shuttle pilot qualification.
    Small size Raids are much less social than they used to be, now it is more like a job, that's why most people hates it.
    Never played EQ (Did play EQ2 though, just not raiding) but that sounds like a good idea, minimum x people needed, but you can bring up to y hangers on for the experience.

    I agree that is a good idea, but I think 8-12 is the right number of experienced people needed.
  • stevepdodson_ESO888
    stevepdodson_ESO888
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    elvenmad wrote: »
    one tamriel why !!

    Pretty much down to money, its a business and this patch has been a huge undertaking something they would not even think about unless there was going to be a worthwhile return.

    I suspect that it's the opposite.

    They are saying it's a big deal, a whole new world, but all they have really done is battle-levelled everything and allowed you to go where you will. Tweaking a few bosses and making some new sets to drop are superficial changes.

    What they really want you to do is spend a year or so re-exploring (even though nothing much has changed and there is virtually no new content). Keep people occupied while they work out how to maximize revenue from future DLC.

    Or maybe I'm being slightly too cynical :)

    maybe not as cynical as you think...we have only had one "full zone" DLC (Wrothgar) since the switch to Unlimited and so this change is putting us in a holding pattern for a while longer in the hope that there will be more full content zones and not just these "itty bitty" DLC's such as IC, TG, DB and SotH
  • Craal
    Craal
    Soul Shriven
    I'm fairly new here but here's my questions. With the scaling of zones, does this make questing through the zones meaningless? If you can go anywhere and get exp, what's the point of doing quests now? Why not just go to high level zones with high level friends and power level without ever doing any questing?
  • Easily_Lost
    Easily_Lost
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    I am also very upset about this...the opening of zones is one thing...as it fits with your role in the game to an extent...otoh auto leveling makes me nauseous...if I can scale up, why bother playing the game...this along with the other bonuses to the world of warcraft dungeon finder/group finder are making me think I should just go back to WoW....after all this is heading down the same road. I like how drops are becoming the defacto in gear, not what you craft, but the drops...also going against everything they said at launch. That what was crafted will be better than what drops.

    I also like that there are no official patch notes yet....but here it comes people...oh, and no post about the maintenance either....looks like I get to wait on maintenance, then download a patch all evening...maybe I can play tomorrow...good thing I am a subscriber, oh wait....why would they reimburse me for the time I've paid for?...after all if you make no announcements, no one can hold you to your word.

    I am not sure if this has been addressed yet.
    When they scale up, all that is changed is you amount of health, stamina, and magicka. All of your skills stay the same.
    PC - NA - AD
    started April 2015
    PVE & Solo only

    Meet the LOST family: CP 1250+
    Easily Lost Crafter - lvl 50 - Sorcerer Orc ( knows all traits and most styles )
    Easily Lost-W - lvl 50 - Warden Imperial
    Forever Lost - lvl 50 Sorcerer


    CROWN CRATES: It doesn't affect gameplay, it's not mandatory, it's cosmetic only. If it helps to support the game and ZOS, I support it! Say YES to crown crates.
  • XDragonDoomX
    XDragonDoomX
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    Craal wrote: »
    I'm fairly new here but here's my questions. With the scaling of zones, does this make questing through the zones meaningless? If you can go anywhere and get exp, what's the point of doing quests now? Why not just go to high level zones with high level friends and power level without ever doing any questing?

    One reason is, you'll suffer from a lack of skill points - sure you can get some from skyshards, however you also pick up extra SP's from the main quests in each zone
    "Forums are like a herd of performing elephants with diarrhea.
    massive, difficult to redirect, awe-inspiring, entertaining, and a source of
    mind-boggling amounts of excrement when you least expect it. ”

    (with apologies to Eugene H. Spafford, aka Spaf)

    I have the power to please one person per day. Today is not your day.
    Tomorrow... Tomorrow does not look good either.

    82. Victory laps after killing the dragon with my 1d2 bow is considered in poor taste.
    83. My gnome does not like big butts and he cannot lie.
    84. Not allowed to talk my fellow inquisitors into buying a 220lb pull crossbow.
    85. Not allowed to talk my fellow inquisitors into buying an industrial strength flamethrower.
    86. Not allowed to make a superhero with a 99% chance of dodging even after the -10 penalty for a successful called shot.
    87. There is no such thing as a dwarven katana.
    88. My bard does not get a bonus to perform if she is obviously not wearing anything under her tabard.
    89. The elf's name is not Legolam.
    ** Mr Glenn's Forbidden activities list**

  • I_killed_Vivec
    I_killed_Vivec
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    Craal wrote: »
    I'm fairly new here but here's my questions. With the scaling of zones, does this make questing through the zones meaningless? If you can go anywhere and get exp, what's the point of doing quests now? Why not just go to high level zones with high level friends and power level without ever doing any questing?

    There are no "high level zones", because everything scales.

    On the one hand this means that you can do all the content at any time (and get XP for it no matter your level).

    On the other it means that there is very little sense of progression.

    Also there is the problem that everyone experiences a power creep with CP. Max level is 160, the CP cap is 530. When you hit CP cap you have effectively outlevelled the content by 370 CP. In another thread someone complained about not being able to one-shot mobs in their starter zone anymore... no, it might take two shots now.
  • ThePonzzz
    ThePonzzz
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    I was a big advocate to playing with other players in enemy alliances. I'm glad they finally are taking the plunge. It feels like it's too late to matter though. I know when I pass through some of the zones with less people, I see a lot of /emote roleplaying going on, so maybe I'm wrong. Maybe we'll see some of the older zones become more populated with adventuring too if you can progress at any time. The improvements to each zone are great. When Wrothgar was introduced, it seemed jarring for just the DLC to do that.

    But with the changes there are definitely some concerns. Without creating a new character, I can no longer get materials for lower level gear to craft. With every zone allowing for max-skill materials, it also lessens the value even more to V16 gear. Increasing more gear to be BoP continues on the path to hurting the once robust player economy. All of this compounds the issue that gear grinding is intended to be self-sustainable and further removing the need of gold.

    Making game changes due to grinding (like Cracked Wood) is not a good direction. The game shouldn't be balanced around people who have the time and put in extreme effort to maximize gains. I hope this doesn't continue. I know we lost many grind spots over the the years now. But with the change to zones scaling, it opens up a lot of other grind areas that will be exposed again.

  • DUTCH_REAPER
    DUTCH_REAPER
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    So happy about this. Finally I can take my sons and quest with them and don't have to buy another slot. And then.....pvp
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