But before, when you came back to the area you'd now be better than the enemies. With scaling, it doesn't matter how much you've levelled up, they've done it too. Sure, new skills, blah blah blah, but if I'm having difficulty killing something when I'm level 30 and I come back when I'm level 50 I expect it to be significantly easier, not just a little bit easier. Those stupid wolves that ganged up on me right at the start while I was still getting the feel for the game and mucking around with keybindings? I want to come back and one-shot the miserable things for revenge. Sure, you don't get XP for taking out low level mobs, but you don't need XP because all the quests and enemies manually had their difficulty levels set to match roughly where you'd be by the time you got to that area of the game.Darkonflare15 wrote: »You supose to level up your skills and gear. You get this from leveling up and exploring. When you come back to that area, you should be able handle anything just like when you out level enemies. The knowledge of gear and skills is your reward. With the right skills and knowledge on how to take on the content is the progression of the game.
ParaNostram wrote: »Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50, and I like to do quests and kill mobs in order to increase my lvl and become stronger. Now what? I don't even need it. I can go anywhere, my lvl will be scaled, or the mobs lvl will be, so I don't have any fun or need in doing it. It would be only for the skills.
What's the sense in that?
Also, when I encountered a strong mob (a group boss maybe) and I wanted to take it down alone, if I couldn't, I just made some lvl more, became stronger, went back and kicked his...butt. Now it's useless. If I can't kill a mob, I just can't. I will be forced to do it with a group of people. That's not funny.
Really, in the last weeks I logged in and played as much as I could, every time I had some free time to spare. Now, I logged in, went to some old-low-level zone, fought some monster and saw how long it takes me now to kill them...I just logged out. Now we have to be careful wherever we are, but not too much because there is no one who can really kill us. It's so "flat" that takes all the fun away.
My opinion, of course.
Or you can level your skills, get better gear, and come back? I spent most of today soloing world bosses in various zones just to see if it was still possible, and it was. With time, talent, and dedication, you can still solo anything in the overworld. Only places I have found things I couldn't kill by myself would be a few world bosses in Orsinium, Hew's Bane, Craglorn, and both world bosses in the Gold Coast.
This has been an issue for me when rolling new characters, you earn XP too fast and even though you were moving through the content in the correct order, you weren't challenged as you progressively out levelled all of the content.What I like about this is that it allows me to progress at my own pace. If I want to complete all quests in a given area I can do it and not worry that I'll outlevel the next area of interest. Outleveling content when playing new characters has been a serious issue for me since I love sidequests, exploration and whatnot.......
Taleof2Cities wrote: »Please make sure you are aware of how scaling works before you comment on it in a thread ...
I have no idea what the actual mechanical underpinnings are, and nor do I care -- all I know is that yesterday I was struggling a bit as I'd skipped pretty much every sidequest in Cadwell's silver/gold dealy so I was underlevelled and underequipped for what I was coming up against (I'm about half way through gold, at around CP90 and facing CP160 foes) but I was enjoying seeing how far I could get relying on skill, tactics, and sheer stubbornness rather than brute force. A few times I was really struggling so I mopped up some sidequests to beef up my levels and skills, so I could keep the challenge at a tough but manageable level.
Today the guys that were giving me grief were no longer as much of a challenge because they'd effectively been brought down to my level, I no longer have any motivation to do the sidequests (apart from getting a few more CP so I can actually wear half the gear I've been given as quest rewards), and I'll probably finish gold without too much struggle and then get bored with the whole thing -- if I never run into a "holy heck, this is getting really dicey" or a "ha, suck on my monstrous staff of power you measly little scrub" moment then what's the point?
I mostly agree with OP. Even after maxing out CP on my main long ago, I've still enjoyed the sense of achievement during the leveling phase on every new toon: being able to advance into a new area, being able to kill a boss you couldn't kill before, new gear becoming available, etc.
Nowadays there's only two types of characters: "incomplete" ones (lvl1 - cp159), a pityful existence to leave behind asap and "complete" ones (cp160+), ready to be geared up properly, start pvp, start doing dungeons/trials to farm sets etc.
Have you noticed ZOS shoving another xp buff down our throats with almost every update? We have xp buffs from psyjic ambrosia / crown scrolls, pledge of mara, eso plus, enlightenment, we had the insane 100% buff during anniversary event, they turned "training" trait (which used to be a nice way to exercise control over which skill lines to level up) into yet another generic xp buff, they buffed xp gained from pvp with DB update and now again with OT, etc, etc....
Why? To please players who can't enjoy playing a toon until he reaches 160/561cp? First steps to do away with level system altogether? Looks like devs were / are uncomfortable with their own leveling system and are trying to bury it clandestinely...
Giant_Lizard wrote: »I don't know your feelings about it
I started playing 2 weeks ago. All I've been doing is the story quests in each zone. I've had trouble where I have been out leveling everything easily, and never getting XP for my kills, or getting drops that were way out of my level range. Most of my gear is ~10 levels outdated.
Today I'm in a new zone. I'm no longer too high level like I've been most of the week, but I'm getting appropriate drops. When my friend logs in later, I'll be able to go and play with her without having to sacrifice my fun and progress.
I've been playing RPG games since the late 80s and I've come to the conclusion that vertical character progression sucks, and causes nothing but problems. Game that offer horizontal progression instead have always been much better.
Thankfully, a lot of games are coming around and switching to horizontal. Games like Final Fantasy Explorers, Monster Hunter and etc get rid of levels all together and are instead about earning skills and better gear. Guild Wars has switch completely to area based skill acquisition (after the base game). Dungeons and Dragons still has levels but is starting to go in that direction with it's 'bounded accuracy' implementation.
I agree.
I was playing tonight on my level 39 EP assassin nightblade. He had been fighting level 36 mobs before, now they're his level. He couldn't previously do what an assassin nightblade should do and go join the Thieves Guild and Dark Brotherhood because he'd have come back to the level 36 mobs and he'd have been into the 40s, so he was having to wait until he was level 50. Now he can do all those things at level whenever he wants, and even back at Davon's Watch which is his base city he can get some xp and worthwhile loot from killing the spiders etc on his harvesting round. It's all positive so far as I'm concerned.
JungleBoot wrote: »I don't plan to read everything. But, I'm getting the sense that the OP is not telling the truth. Hidden in the language of their "scaling has ruined the game" rant is the sentiment that I am no longer a special snowflake. A low level can output similar damage as me and that ain't right? Is that essentially it? Please, inform me if I'm wrong.
Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50, and I like to do quests and kill mobs in order to increase my lvl and become stronger. Now what? I don't even need it. I can go anywhere, my lvl will be scaled, or the mobs lvl will be, so I don't have any fun or need in doing it. It would be only for the skills.
What's the sense in that?
Also, when I encountered a strong mob (a group boss maybe) and I wanted to take it down alone, if I couldn't, I just made some lvl more, became stronger, went back and kicked his...butt. Now it's useless. If I can't kill a mob, I just can't. I will be forced to do it with a group of people. That's not funny.
Really, in the last weeks I logged in and played as much as I could, every time I had some free time to spare. Now, I logged in, went to some old-low-level zone, fought some monster and saw how long it takes me now to kill them...I just logged out. Now we have to be careful wherever we are, but not too much because there is no one who can really kill us. It's so "flat" that takes all the fun away.
My opinion, of course.
I'm unconvinced. One, if you have the patience you can now reach CP600 without ever leaving your starting island. Two, you could complete every quest, run every dungeon, complete all the trials with one hand tied behind your back, and still be in danger of being killed by a mudcrab on the starting island. To me, both of those possibilities just existing immediately makes the game less appealing.It did not kill the game it is in fact good for the overall health of the game.
Giant_Lizard wrote: »Also, when I encountered a strong mob (a group boss maybe) and I wanted to take it down alone, if I couldn't, I just made some lvl more, became stronger, went back and kicked his...butt. Now it's useless. If I can't kill a mob, I just can't. I will be forced to do it with a group of people. That's not funny.
ComboBreaker88 wrote: »Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50
Honestly you lost all credibility there. Hitting lvl 50 takes about 20 hours of game play. Not grinding, just regular game play. So you're telling me you haven't even played for a full day and your opinion about the way the game works should matter? Step off that soap box before you hurt yourself.
I have a character with 150 days played. And several 30 day alts. The update just came out. Cool it on how you think it killed the game when you haven't even played long enough to know what the game is.
ComboBreaker88 wrote: »Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50
Honestly you lost all credibility there. Hitting lvl 50 takes about 20 hours of game play. Not grinding, just regular game play. So you're telling me you haven't even played for a full day and your opinion about the way the game works should matter? Step off that soap box before you hurt yourself.
I have a character with 150 days played. And several 30 day alts. The update just came out. Cool it on how you think it killed the game when you haven't even played long enough to know what the game is.
Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50, and I like to do quests and kill mobs in order to increase my lvl and become stronger. Now what? I don't even need it. I can go anywhere, my lvl will be scaled, or the mobs lvl will be, so I don't have any fun or need in doing it. It would be only for the skills.
What's the sense in that?
Also, when I encountered a strong mob (a group boss maybe) and I wanted to take it down alone, if I couldn't, I just made some lvl more, became stronger, went back and kicked his...butt. Now it's useless. If I can't kill a mob, I just can't. I will be forced to do it with a group of people. That's not funny.
Really, in the last weeks I logged in and played as much as I could, every time I had some free time to spare. Now, I logged in, went to some old-low-level zone, fought some monster and saw how long it takes me now to kill them...I just logged out. Now we have to be careful wherever we are, but not too much because there is no one who can really kill us. It's so "flat" that takes all the fun away.
My opinion, of course.
This! I love it too. Game now is like it should have been on release.Tillalarrien wrote: »This update is perfect. with help of previous ones that removed veteran ranks it makes previously absurdly vertical progression into something much more horizontal.
There is still progression in the game mind you, a huge one of that. but rather then befroe when it was power based progression now means unlocking larger vairety of skills, gear sets and therfore builds (more effective builds are not usually those u can make in stonefalls ^^) and another ascpect - personal skill in this game
. If you want to see how important is personal skill do some smallscale PvP or group dungeons, it will become clear to you soon..
So yeah progression is still there, but it is now not based on some arbitrary numbersto those who are against it - give it a shot, I for one love it
ComboBreaker88 wrote: »Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50
Honestly you lost all credibility there. Hitting lvl 50 takes about 20 hours of game play. Not grinding, just regular game play. So you're telling me you haven't even played for a full day and your opinion about the way the game works should matter? Step off that soap box before you hurt yourself.
I have a character with 150 days played. And several 30 day alts. The update just came out. Cool it on how you think it killed the game when you haven't even played long enough to know what the game is.
New players don't get to have opinions? I completely understand where he was coming from regarding the tougher creatures. It really made it feel like a proper RPG. "I'm not strong enough yet. No problem, I'll go level up a bit more, get access to new gear and come back". That aspect was fun for a lot of people, and now it's basically gone.
Personally I don't really care, but I can see where those who do are coming from at least. Telling someone they lost credibility because they explained what kills the game for them is pretty harsh.
That's always how RPGs used to work; you could technically go anywhere right from the start, but the difficulty of enemies in some areas would quickly let you know if you're trying to skip ahead in the story. Heck, even Dragon Age does it -- you can go and do Orzammar quite early in the game, but it reveals a few spoilers so the game makes it tricky to do by placing a group of gatekeeping enemies on the path. If you come back and try it at the natural point in the plot, though, the enemies are now at a respectable level to tackle.skyprowerb14_ESO wrote: »Part of the reason that ESO felt like such a breath of fresh air to me back during the beta, so long ago, was the fact that it went with the Morrowind method of game design; differentiating different areas by level range and placing more importance on actually leveling up instead of shallowly offering you everything anytime, because it's all the same and bland and boring.
Pretty much, and that's part of why I loved ESO so much back in 2014, before I hit my usual burnout phase and started using-my-3DS-for-once. It was entirely possible to skip to other areas early (I went to Rivenspire early at one point during my first playthrough out of curiosity, then left when I got totally backhanded), but the enemies were strong enough to either make it challenging or too challenging. If anything it was actually super refreshing to be playing a TES-y game with that setup again. I'll readily admit that I have little MMO experience, so I was more interested in rolling solo and occasionally "unofficially grouping" with anyone passing by. ESO catered to that nicely.That's always how RPGs used to work; you could technically go anywhere right from the start, but the difficulty of enemies in some areas would quickly let you know if you're trying to skip ahead in the story. Heck, even Dragon Age does it -- you can go and do Orzammar quite early in the game, but it reveals a few spoilers so the game makes it tricky to do by placing a group of gatekeeping enemies on the path. If you come back and try it at the natural point in the plot, though, the enemies are now at a respectable level to tackle.skyprowerb14_ESO wrote: »Part of the reason that ESO felt like such a breath of fresh air to me back during the beta, so long ago, was the fact that it went with the Morrowind method of game design; differentiating different areas by level range and placing more importance on actually leveling up instead of shallowly offering you everything anytime, because it's all the same and bland and boring.
Witcher 3 has a similar "OK, you can try, but you're going to die pretty quickly" way of steering you away from discovering areas before you naturally find them through the story. You're not forbidden from finding them, but if you're not meant to be there yet you'll find a lot of enemies that will swat you like a fly.
Most of the pro-scaling crowd seem to be the "the game doesn't really start until CP160, and it's all about the gear" folk, but for me I'm kind of dreading that as it means I'll have finished the story part of the game (which is the bit that interests me), and all that's left then is endless repetition of dungeons and grinding for new gear, and that's my idea of purgatory.
Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50, and I like to do quests and kill mobs in order to increase my lvl and become stronger. Now what? I don't even need it. I can go anywhere, my lvl will be scaled, or the mobs lvl will be, so I don't have any fun or need in doing it. It would be only for the skills.
What's the sense in that?
Also, when I encountered a strong mob (a group boss maybe) and I wanted to take it down alone, if I couldn't, I just made some lvl more, became stronger, went back and kicked his...butt. Now it's useless. If I can't kill a mob, I just can't. I will be forced to do it with a group of people. That's not funny.
Really, in the last weeks I logged in and played as much as I could, every time I had some free time to spare. Now, I logged in, went to some old-low-level zone, fought some monster and saw how long it takes me now to kill them...I just logged out. Now we have to be careful wherever we are, but not too much because there is no one who can really kill us. It's so "flat" that takes all the fun away.
My opinion, of course.
There doesn’t appear to be any ‘fear’ of what lies in new undiscovered areas.