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All zones scaled

skywarnmc27
skywarnmc27
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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)
  • Daggerfall_Bones
    Daggerfall_Bones
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    Why would you need to go back?
    Bones - Dunmer DK
  • SirAndy
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    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 ...
    shades.gif
  • skywarnmc27
    skywarnmc27
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    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.
  • Shuichi
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    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
    Hand of Sithis - Daggerfall Covenant
  • skywarnmc27
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    SirAndy 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 ...
    shades.gif

    Semantics.
  • Danikat
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    I agree that the inability to collect low level crafting materials is an issue. But other than that I think it's great.

    I've never really understood the point of having levels in an RPG, beyond acting as a short-hand for "this is the area/part of the story you are currently supposed to be focusing on" and a tutorial mechanic to gradually increase mechanics and complexity.

    This way levels still exist to gradually introduce skills and mechanics, but players can choose for themselves where to go when and what order to follow the storyline. Which I think is much better.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

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  • Lightninvash
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    collecting materials is just as it is in dlc zones. if you are cp160+ and have no crafting passives slotted in the one that allows you to use higher tier materials you see either rubidite(from your level) or the basic stuff-whatever your crafting is at(based on how many passives you put in). so it works that way so you can always find items you are able to use either as mats for your own armor or to craft armor.
  • driosketch
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    Shuichi wrote: »
    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

    Both actually, just like the DLC zones. You'll always find about half at your character level and half at your craft level, over which you have some measure of control.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
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  • SanderBuraas
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    Elder Scrolls Online is now more similar to Oblivion and Skyrim where you can go anywhere.
    Edited by SanderBuraas on October 5, 2016 9:26PM
  • BrianDavion
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    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)

    Oblivion was a fun game, so thats fun with me
  • Sigtric
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    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.

    I would enjoy going back to lower level zones to help or quest with friends but it was never worth it from a progression stand point. It made content trivial for them and very little to zero XP gain for me.

    Now I can go back to these zones and do content and not make it extremely trivial for my lvl 14 friend, and I can earn good XP at the same time...

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
    Scrub: Chews-on-Beavers - 50 EP DK Tank | Vera the Wild - 50 EP magicka Warden | Sigtric the Axe - 50 EP Dragonknight Crafter | Sigtric the Blade - 50 EP Lost Nightblade | Sigtric the Savage - 50 EP magicka Templar | Vibeka Shadowblade - 50 Ep Stealthy Ganky Nightblade |

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  • SirAndy
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    SirAndy 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 ...
    shades.gif
    Semantics.

    No
  • runagate
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    SirAndy wrote: »
    SirAndy 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 ...
    shades.gif
    Semantics.

    No

    Semiotics.
  • Enodoc
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    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.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • ElBiggus
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    Enodoc wrote: »
    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.

    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.
  • C0wrex
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    It's pretty damn fine in my opinion :)

    I get to play with my brother now with anything, just about anywhere, no longer having to worry about out-leveling one another. Brings back the old days when we both played GTA San Andreas on co-op.

    In any case, playing with my brother > Immersion, Mechanics

    :)
    "We are not now that strength which in old days moved earth and heaven, that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will, to strive, to seek and not to yield."

    -Tennyson, Ulysses
  • skywarnmc27
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    Enodoc 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.

    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/
  • Faulgor
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    ElBiggus wrote: »
    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.

    It's precisely because I roleplay that I don't want to drag all my character through the exact same quest progression.

    I have to ask, is this your first Elder Scrolls game? Or did you play the single player games like that, too?
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Dymence
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    ElBiggus wrote: »
    Enodoc wrote: »
    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.

    If only this were the case. I'm a completionist and in the old system I could not complete an entire zone and all of the quests inside of it simply because it would make me extremely overleveled for the next zone. The new system is perfect. Now I can quest everything at ease as I please and still be on equal footing with the rest of the zone.
  • Enodoc
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    Enodoc 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.
    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/
    Because then you would still overlevel 70% of the content and be confined to the max level areas.

    ElBiggus wrote: »
    Enodoc wrote: »
    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.

    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 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.
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  • ElBiggus
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    Faulgor wrote: »
    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.

    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.
  • Faulgor
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    ElBiggus wrote: »
    Faulgor wrote: »
    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.

    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.

    See, that seems at odds to me with following a straight quest path laid out for me, because I role play like that too and I chose the factions I do quests for carefully based on my character. I mean, I love the Dark Brotherhood quests in the Gold Coast, but I have only one character who would do them and so probably won't play them again ..
    I just wonder how that works for you.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Ilmarthethief
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    ElBiggus wrote: »
    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.
    If you follow the story you just kill Molag Bal. Zone stories are separated from each other.
    Anyway, you can still follow the story and do whatever you want :smile:
    Edited by Ilmarthethief on October 6, 2016 10:28AM
  • Ilmarthethief
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    And btw area will be a bit easier because you will get better gear and more skills.
    Stop whining
  • ElBiggus
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    Faulgor wrote: »
    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.

    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.
  • Ilmarthethief
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    ElBiggus wrote: »
    Faulgor wrote: »
    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.

    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.

    Can I have ur stuff?
    And btw why you don't mention DLC's? They are not about endgame content at all, they have their own story lines and plenty of solo content. Especially Wrothgar.
  • Knootewoot
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    ElBiggus wrote: »
    -- 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.

    The stories are still there. Only now I can choose them in any order I want. I want to start in Glenumbra, take a journey to mournhold and help/explore people there and continue with main quest.
    ElBiggus wrote: »
    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.

    I am a casual too and I like this game now better. The journey is way better now that I can set my own path (like all other TES games)

    Edited by Knootewoot on October 6, 2016 11:19AM
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Sahidom
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    Smepic wrote: »
    Elder Scrolls Online is now more similar to Oblivion and Skyrim where you can go anywhere.

    Yes it is.

    I like the one world concept; however, the downside of the zone scaling to CP 160 partially invalidates the majority of the quests/quest arcs. I've seen groups simply grinding to level 50, and its almost easier to knock out those levels doing it.

    Pragmatically speaking, when you remove incentive to play the story arc or zone quests than players only have dungeons, trials, dailies, world bosses for gear, and Cyrodiil to do because once you're CP 160 you're at the gear cap and even then +CPs can be grinded out again until pledges, trials, and dailies reset.

    The new sets are a nice incentive, however, none of the sets actually compliment my DK build or my other characters better than what was previously available - except that I thought the vampire set items were cool.

    Edited by Sahidom on October 6, 2016 12:08PM
  • Kas
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    SirAndy 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 ...
    shades.gif

    Semantics.

    wanna duel my char with your lvl 3 scaled char? let's see if a slap with semantics can kill ;)
    jokes aside, the availability of gear, skills, skillpoints, etc, is still a very significant difference between scaled chars and truely maxed chars.

    disclaimer: i'm no fun of scaling either, but since it takes me roughly 5hours to level from lvl 3 to 160CP, I don't really mind it
    @bbu - AD/EU
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  • kongkim
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    This is super good as i now can play with my GF without constant out level her :) And she can go to any area shew like with out the need to wait 10y to get to max level (yah she level slow) :D
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