skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore.
skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore.
"You're" and no, you are NOT CP160. You are at best level 3 when you step off the boat.
You are, however, scaled to CP160. There's a difference ...
Dude you're wrong, crafting drops based on your skill level, not character level, geesh. Your mind will go to oblivion before this game does
skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore. All mobs are your level all the time, also you cant go back and get lower level crafting resources either. Great idea, *** Poor execution. Watch this game go into Oblivion. (pun intended)
skywarnmc27 wrote: »Perhaps I enjoy going back to lower lvl zones to help people out, to easily farm sky shards, and do things I missed. Now there is no such thing as levels in this game since everything is the same Level.
skywarnmc27 wrote: »Semantics."You're" and no, you are NOT CP160. You are at best level 3 when you step off the boat.skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore.
You are, however, scaled to CP160. There's a difference ...
skywarnmc27 wrote: »Semantics."You're" and no, you are NOT CP160. You are at best level 3 when you step off the boat.skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore.
You are, however, scaled to CP160. There's a difference ...
No
Levelling up still gets you access to better gear and better skills. I think the fact that you can no longer one-shot mobs in the first zones is a small price to pay for the ability to go everywhere and fight anything, and get XP and loot from all of it.skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore. All mobs are your level all the time, also you cant go back and get lower level crafting resources either. Great idea, *** Poor execution. Watch this game go into Oblivion. (pun intended)
Levelling up still gets you access to better gear and better skills. I think the fact that you can no longer one-shot mobs in the first zones is a small price to pay for the ability to go everywhere and fight anything, and get XP and loot from all of it.
Levelling up still gets you access to better gear and better skills. I think the fact that you can no longer one-shot mobs in the first zones is a small price to pay for the ability to go everywhere and fight anything, and get XP and loot from all of it.skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore. All mobs are your level all the time, also you cant go back and get lower level crafting resources either. Great idea, *** Poor execution. Watch this game go into Oblivion. (pun intended)
Those people cheering "yay, now I can grind stuff wherever I want and get all the expees and the shinies" are those who're interested in the endgame rather than the roleplaying bit, but for me the endgame holds no interest at all and it's the RPG aspect of "MMORPG" that I'm here for. Making all areas essentially "the same" and removing any real reason to do things in the order they were originally designed to be done renders the whole exercise pointless in my eyes.
Levelling up still gets you access to better gear and better skills. I think the fact that you can no longer one-shot mobs in the first zones is a small price to pay for the ability to go everywhere and fight anything, and get XP and loot from all of it.
But I don't want to (and nor do I need to) "go everywhere and do anything" at random -- if you follow the story (you know, the one that probably took dozens of people a long time to write, and a load of designers a long time to balance) then when you arrive in a new area you'll be a little underpowered, all the mobs and quests will be appropriately levelled and give you XP and appropriate loot, and by the time you're moving on to the next part of the story the area has got a little easier and you really feel like you've "beaten" it.
Because then you would still overlevel 70% of the content and be confined to the max level areas.skywarnmc27 wrote: »Why didn't they just open it up so you could go anywhere, but keep the rest of it the same. Just removed restrictions for AD/EP etc etc/Levelling up still gets you access to better gear and better skills. I think the fact that you can no longer one-shot mobs in the first zones is a small price to pay for the ability to go everywhere and fight anything, and get XP and loot from all of it.skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore. All mobs are your level all the time, also you cant go back and get lower level crafting resources either. Great idea, *** Poor execution. Watch this game go into Oblivion. (pun intended)
I completely agree on the story aspect. And if you're only there for the story, that's no different. The excellent writing still exists and you are still taken through the zones in order. If those other "endgame" players want to do things out of order, it's only their experience they're screwing up, but they are free to do so without being tied down by the zones. And now, if you decide to divert out and complete a DLC storyline, when you return to the Alliance storyline you can still continue it from where you left off without being overlevelled for it.But I don't want to (and nor do I need to) "go everywhere and do anything" at random -- if you follow the story (you know, the one that probably took dozens of people a long time to write, and a load of designers a long time to balance) then when you arrive in a new area you'll be a little underpowered, all the mobs and quests will be appropriately levelled and give you XP and appropriate loot, and by the time you're moving on to the next part of the story the area has got a little easier and you really feel like you've "beaten" it.Levelling up still gets you access to better gear and better skills. I think the fact that you can no longer one-shot mobs in the first zones is a small price to pay for the ability to go everywhere and fight anything, and get XP and loot from all of it.
Those people cheering "yay, now I can grind stuff wherever I want and get all the expees and the shinies" are those who're interested in the endgame rather than the roleplaying bit, but for me the endgame holds no interest at all and it's the RPG aspect of "MMORPG" that I'm here for. Making all areas essentially "the same" and removing any real reason to do things in the order they were originally designed to be done renders the whole exercise pointless in my eyes.
I've played them all -- in Skyrim alone I've racked up over 1,000 hours -- and yes, I've played them all like that, and it's how I've played every other RPG. To me the key part of an RPG is the role play: my current ESO character is a cowardly and physically weak sorcerer, so I've deliberately put no points in stamina, I wear heavy armour that hinders my movement because it fits with my "please don't hurt me" worldview, I always opt for the non-fatal outcome in dialogue. never pick the Intimidate option, etc.I have to ask, is this your first Elder Scrolls game? Or did you play the single player games like that, too?
I've played them all -- in Skyrim alone I've racked up over 1,000 hours -- and yes, I've played them all like that, and it's how I've played every other RPG. To me the key part of an RPG is the role play: my current ESO character is a cowardly and physically weak sorcerer, so I've deliberately put no points in stamina, I wear heavy armour that hinders my movement because it fits with my "please don't hurt me" worldview, I always opt for the non-fatal outcome in dialogue. never pick the Intimidate option, etc.I have to ask, is this your first Elder Scrolls game? Or did you play the single player games like that, too?
That's why I play RPGs; I'm not interested in making the optimum build or carefully selecting a rotation to maximise my skills, I want to play a role.
If you follow the story you just kill Molag Bal. Zone stories are separated from each other.if you follow the story (you know, the one that probably took dozens of people a long time to write, and a load of designers a long time to balance) then when you arrive in a new area you'll be a little underpowered, all the mobs and quests will be appropriately levelled and give you XP and appropriate loot, and by the time you're moving on to the next part of the story the area has got a little easier and you really feel like you've "beaten" it.
Those people cheering "yay, now I can grind stuff wherever I want and get all the expees and the shinies" are those who're interested in the endgame rather than the roleplaying bit, but for me the endgame holds no interest at all and it's the RPG aspect of "MMORPG" that I'm here for. Making all areas essentially "the same" and removing any real reason to do things in the order they were originally designed to be done renders the whole exercise pointless in my eyes.
Want to grind for loot and arbitrary numbers, try Destiny -- I hear that's pretty much the entire game and you won't be bothered by us casuals who are more interested in the journey than being the leet winnorz.
It works in much the same way; the linear story paths (the one for whatever region you're in, plus the "get your soul back" deal) are generally fairly neutral in terms of personality so you can happily play them with whatever type of person you've decided your character is, and I see no conflict between roleplaying and following the story.I just wonder how that works for you.
It works in much the same way; the linear story paths (the one for whatever region you're in, plus the "get your soul back" deal) are generally fairly neutral in terms of personality so you can happily play them with whatever type of person you've decided your character is, and I see no conflict between roleplaying and following the story.I just wonder how that works for you.
For the most part, I guess, if you're following the plot the scaling doesn't have a huge impact -- scaled or unscaled, each new area will be level-appropriate -- but it does seem like it's removed the possibility of "man, I'm really not ready for this area, I'm going to have to be extra careful until I catch up" or "ha, you think you're tough, but I've put in the hours so you scrubs need to bow down to your new god" moments, and the mere possibility that you could just sit in your starting area and grind to CP600 without going anywhere near the story or skip straight to the end zone and find it barely more challenging than the first few minutes of the game just feels wrong to me.
I know we're probably in the minority, and these changes are definitely beneficial to characters that are already high level, but for me it's reduced the chance that I'll make an alt and play again, and as I have no interest in the endgame it probably means that once I've finished Cadwell's gold thing I'll be done with the game.
-- if you follow the story (you know, the one that probably took dozens of people a long time to write, and a load of designers a long time to balance) then when you arrive in a new area you'll be a little underpowered, all the mobs and quests will be appropriately levelled and give you XP and appropriate loot, and by the time you're moving on to the next part of the story the area has got a little easier and you really feel like you've "beaten" it.
Want to grind for loot and arbitrary numbers, try Destiny -- I hear that's pretty much the entire game and you won't be bothered by us casuals who are more interested in the journey than being the leet winnorz.
Elder Scrolls Online is now more similar to Oblivion and Skyrim where you can go anywhere.
skywarnmc27 wrote: »skywarnmc27 wrote: »Now even if your fresh off the boat your CP 160, no need to truly level anymore.
"You're" and no, you are NOT CP160. You are at best level 3 when you step off the boat.
You are, however, scaled to CP160. There's a difference ...
Semantics.