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Scaling killed the game (for me)

  • saucefarb16_ESO
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    Same here, i'm completely done with the game unless they revert these changes. Who thought having all 3 factions in the same *** zone was a good idea ? it does not work in this game as you have to wait for everything now to respawn, not to mention i never see a heavy sacks anymore, i can't imagine how bad it is to farm in wrothgar and other zones now.

    half arsed changes with no thought behind it, had they revamped the *** group system then it might have been acceptable, but i don't feel like leveling anymore as everything is killed beforehand.
    Edited by saucefarb16_ESO on October 6, 2016 4:38PM
  • Elsonso
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    tklawson wrote: »
    I am a little confused, perhaps someone can answer this question:

    How is this better for people just trying to level a toon to level 50? Before, I followed efficient leveling, which had me fighting mobs in coldharbour that were 5-8 levels above me. I assume that I was getting more XP because they were at a higher level, than I will be getting now that I am on the same "level" - or am I misunderstanding something?

    Well, for starters, you can never "out-level" the area you are in, so as long as you choose to stay in a zone, you will get full XP and loot. Before One Tamriel, it was possible to level faster or slower than the zone content expected. If you leveled faster, you left quests behind because they turned grey and loot and mob level would be too low for you. If you leveled slower, you ran out of content in the zone and had to move to a harder zone before you were ready. It was pretty hard to do the latter, but I have heard of it. It was probably pretty common to level faster than the zone expected.
    tklawson wrote: »
    A side question, my gear is level 34, am I better waiting until I get to level 50, so I can max my gear before fighting Molag Bal, so that I don't need to make level 46 gear that I will only use for a day or two at most (until I reach 50 - I have more than 160 CP)

    Not really a question, but use the gear indicator on your character page to keep your gear fresh. All you have to do is toss on what you happen to find as you explore. Don't go out of your way to find or make specific gear unless you really have a reason to be doing that.

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  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Lol go to any MMORPG site or forum and you'll easily notice plenty of people who see the traditional themme-park leveling system as a chore.

    One Tamriel brings ESO in line with the rest of the ES tittles and ALSO caters to those MMORPG players displeased with traditional leveling systems. This is one o the best updates in ESO in my opinion.
    PC/DC/NAserver

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  • Shuichi
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    OP walk into Cyrodiil and see how weak you feel. Try to run some trials and you'll feel the need to continue your progression. I can semi-understand you're thinking here but endgame still holds plenty of challenges that'll give you some desire to level up/gather skills/gear up
    Hand of Sithis - Daggerfall Covenant
  • Elsonso
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    Shuichi wrote: »
    Try to run some trials and you'll feel the need to continue your progression. I can semi-understand you're thinking here but endgame still holds plenty of challenges that'll give you some desire to level up/gather skills/gear up

    The overworld and the basic questing in the game does not prepare players for this sort of content. I am not sure, yet, how One Tamriel changes this, but I doubt it gets harder, overall.


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  • Wreuntzylla
    Wreuntzylla
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    I love the change from an immersion perspective and the problem highlighted in this thread is not so great in Craglorn. They could take the Craglorn model and use it in other zones.

    Craglorn has both solo and group areas now and frankly I love it. Last night I died twice while soloing in PvE. It was the first time PvE killed me outside a dungeon since skeevers were soaking the forums with tears and some of the first PvE content I actually enjoyred. I had to move gear around, change food/drink and pots, use more survival skills, and then I finally got through Rhanni'Za Arena. At the time, I didn't realize they left group content in Craglorn and Rhanni'Za is in a group area. So, Craglorn has a base difficulty level and increased difficulty level based on where you are. They should do something similar throughout. Combine it with a zone-experience system and problem solved.




  • old_mufasa
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    I like that fact it scales.. right now you hit 50 before even getting to coldharbor.. and that's with a lot lf skipping quests and content.. as they become grey quests and points less.. at least now we can level and what every speed we want in any zone.. this is to make it more of feeling of a ES game where you go anywhere you want and its stays relevant to your level...

    If you are having such a hard time.. upgrade your gear or ask people for help with your build as solo connect is very easy...

    As far as gear scaling to many posting that don't seem to grasp how its works... gear level matters... claim you can use level 4 gear all the way to 50 and have no effect on your stats is out right wrong...
  • Sheridan
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    Well, your stats still improve via attribute points and stronger enchantments, and you get more skill points and better passives over time and stuff like that, not to mention better gear.
    There's still some progression, but it's more incremental. More subtle. Less direct and vertical.
    Atrribute points progression? Well, it's so strange to see that my naked lvl15 Khajiit crafter now has more Health than my CP341 main character... And talking about better gear, it's also very strange to see that all weapons at the crafting table now have the same damage, from lvl1 iron sword to cp160 rubedite sword...
  • old_mufasa
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    Sheridan wrote: »
    Well, your stats still improve via attribute points and stronger enchantments, and you get more skill points and better passives over time and stuff like that, not to mention better gear.
    There's still some progression, but it's more incremental. More subtle. Less direct and vertical.
    Atrribute points progression? Well, it's so strange to see that my naked lvl15 Khajiit crafter now has more Health than my CP341 main character... And talking about better gear, it's also very strange to see that all weapons at the crafting table now have the same damage, from lvl1 iron sword to cp160 rubedite sword...

    As you level up though your level 15 will lose stats in percentage to there level..

    The reason low level toons have higher base stats is that they do not have gear or skills or skill points to compensate so they are given higher raw base stats to compensate... as you level you will lose that raw base stats and the idea is you will be replace those with higher gear, armor, enchants and skill levels and skill points. That's why gear will matter more as you level then it did before.. as your stat scaling will be base on that.
  • saucefarb16_ESO
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    I have two crafted sets of gear on my templar at level 30 while i'm level 47, because gear now uses levels it has rendered my gear completely obsolete and i have a hard time killing elites where before it was 3-4 hits with puncturing sweeps.

    I don't want to sit and craft gear every third level, i will uninstall before doing any of that.

  • old_mufasa
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    I have two crafted sets of gear on my templar at level 30 while i'm level 47, because gear now uses levels it has rendered my gear completely obsolete and i have a hard time killing elites where before it was 3-4 hits with puncturing sweeps.

    I don't want to sit and craft gear every third level, i will uninstall before doing any of that.

    A hard time.. or just its taking longer then it used to?
  • Minno
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    I have two crafted sets of gear on my templar at level 30 while i'm level 47, because gear now uses levels it has rendered my gear completely obsolete and i have a hard time killing elites where before it was 3-4 hits with puncturing sweeps.

    I don't want to sit and craft gear every third level, i will uninstall before doing any of that.

    My sorc is lvl 22 with lvl 10 gear and I combo enemies easily. Though I have max CP, I imagine it's about how effective your gear+ skills are not just using one ability and expecting top tier results.

    You will need to master the art of "solo" play. Sometimes It means you taking on the roles of healer, tank, dps on your limited 2 bar setup.

    It can be done.
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  • ElBiggus
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    Did you enjoy having to explore every nook and cranny of a zone to keep in line with the level suggestions for quests?
    Yes.
    Do you actively notice the ferrymen and means to travel to other zones while questing via the normal method?
    Yes. One of the quests I just finished literally started next to one, and if I were a new player I may have been tempted to get on it without realising it may screw with the narrative.
    Is your questing actively impeded as a result of scaling, by anything you did not expressly choose to do?
    From a practical standpoint, no -- I can still do quests -- but I'm not saying the game is no longer functional, I'm saying it's no longer as enjoyable.

    Before the update I was starting to struggle as I'd skipped a few sidequests and was a little underpowered for the area I was in, so I was having to work harder and it was satisfying when I succeeded, and that feeling was bolstered in the knowledge that now I could go back and do some of the quests I skipped and have a nice relaxing time of it because I was a bit overpowered for them. Today those tricky mobs were a lot easier so I didn't come out of a fight being pleased that I'd managed to pull off a difficult feat, and I have no relaxing romp through earlier quests to look forward to either.
    If you answer no to any and all of these questions, you hate the fact that you cannot resist basic impulses to go to other zones early. Not scailing. And you need. To accept that. And -move on-.

    And if I answer "yes" (or "no, but you're introducing a complaint I never made") do I have your permission to still feel that I no longer enjoy the game as much?
    Edited by ElBiggus on October 6, 2016 5:39PM
  • Greifenherz
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    So far I really, really like One Tamriel and they scaling they introduced.
    I've got 12 characters slots and I delete and start over with characters a whole lot. Just the past month I think I deleted 4 or 5 characters. With all the restarts what had become glaringly obvious to me was that it's incredibly easy to outlevel enemies. I can't stress enough how incredibly easy it was. Incredibly.
    It ruined the main game for me because the NPCs would send me off to the next area after clearing the start zone, raising expectations of new tough enemies to battle. Only to almost oneshot those 'new tough enemies' the moment I entered the zone. And this incredibly difficult to avoid outleveling kept stacking, the further along you went the road the bigger your discrepancy to the environment became.
    Did you notice how I wrote 'main game'? Because this wasn't an issue with the DLCs. This is why I started to, whenever I made a new character, travel to Orsinium or Abah's Watch or the Gold Coast (or even Cyrodiil although I detest PvP) the moment I hit level 5 and had collected the extra attribute from the Prophet. Sure with some characters it was tough to pull off (Especially Orsinium with sword and shield Dragonknight, first quest was the death of me) but tough is way more fun than incredibly easy for me. Sure the sense of progress for raising a two digit number was gone, but my sense of progress was always from first buying enough skills to fill the skill bar, from getting your first ultimate etc. the level number had always been super arbitrary for me, and when in the DLC zones I never even glanced at it.
    Yeah I was used to the scaling before One Tamriel hit because it's the same as was in the DLC zones, I knew what was coming. And I was and am ecstatic that it was coming because it means that I can finally, finally enjoy the main game again without it being incredibly easy.
  • HeroOfNone
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    Thing with this update that I keep hearing is "why even level if I'm just up scaled" well, you need to realize your up scaling is a preset boost to about where a 150 would sit at while fighting 160 mobs. This boost is like a blanket multiplier to all your stats. As you level and get more attributes and armor, things become more refined and that one point you put to health has less impact than the 10 you put into stamina every level since. Your armor also starts getting better and more importantly you get more passives and abilities to fit your character.


    Now, once you make it over that 160 bar is when you start to see yourself get much stronger. Everything will stay at that cp 160 level. UT now you be raising above the artificial boost. When you do get over 160 it will be fore your entire account, not just that character, which will help you level faster as well.
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  • old_mufasa
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    So far I really, really like One Tamriel and they scaling they introduced.
    I've got 12 characters slots and I delete and start over with characters a whole lot. Just the past month I think I deleted 4 or 5 characters. With all the restarts what had become glaringly obvious to me was that it's incredibly easy to outlevel enemies. I can't stress enough how incredibly easy it was. Incredibly.
    It ruined the main game for me because the NPCs would send me off to the next area after clearing the start zone, raising expectations of new tough enemies to battle. Only to almost oneshot those 'new tough enemies' the moment I entered the zone. And this incredibly difficult to avoid outleveling kept stacking, the further along you went the road the bigger your discrepancy to the environment became.
    Did you notice how I wrote 'main game'? Because this wasn't an issue with the DLCs. This is why I started to, whenever I made a new character, travel to Orsinium or Abah's Watch or the Gold Coast (or even Cyrodiil although I detest PvP) the moment I hit level 5 and had collected the extra attribute from the Prophet. Sure with some characters it was tough to pull off (Especially Orsinium with sword and shield Dragonknight, first quest was the death of me) but tough is way more fun than incredibly easy for me. Sure the sense of progress for raising a two digit number was gone, but my sense of progress was always from first buying enough skills to fill the skill bar, from getting your first ultimate etc. the level number had always been super arbitrary for me, and when in the DLC zones I never even glanced at it.
    Yeah I was used to the scaling before One Tamriel hit because it's the same as was in the DLC zones, I knew what was coming. And I was and am ecstatic that it was coming because it means that I can finally, finally enjoy the main game again without it being incredibly easy.

    Ya I'm with you.. I don't see how were having a "hard time" with solo questing.. as you can out level content so fast... the only thing I can see if they are skipping zones, whole zones into areas that they shouldn't for there level. Like level 15's in coldharbor... Now that everything scales.. when I have alt that needs to get more skill points and goes in after delves and skyshards it wont feel like a utter waste of time going back in to zones that were before this update were way below me in level...
  • tklawson
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    tklawson wrote: »
    I am a little confused, perhaps someone can answer this question:

    How is this better for people just trying to level a toon to level 50? Before, I followed efficient leveling, which had me fighting mobs in coldharbour that were 5-8 levels above me. I assume that I was getting more XP because they were at a higher level, than I will be getting now that I am on the same "level" - or am I misunderstanding something?

    Well, for starters, you can never "out-level" the area you are in, so as long as you choose to stay in a zone, you will get full XP and loot. Before One Tamriel, it was possible to level faster or slower than the zone content expected. If you leveled faster, you left quests behind because they turned grey and loot and mob level would be too low for you. If you leveled slower, you ran out of content in the zone and had to move to a harder zone before you were ready. It was pretty hard to do the latter, but I have heard of it. It was probably pretty common to level faster than the zone expected.
    tklawson wrote: »
    A side question, my gear is level 34, am I better waiting until I get to level 50, so I can max my gear before fighting Molag Bal, so that I don't need to make level 46 gear that I will only use for a day or two at most (until I reach 50 - I have more than 160 CP)

    Not really a question, but use the gear indicator on your character page to keep your gear fresh. All you have to do is toss on what you happen to find as you explore. Don't go out of your way to find or make specific gear unless you really have a reason to be doing that.

    Thanks, maybe my questions were a little rambling, but I guess what I am confused about was whether I was getting more xp for killing level 50 enemies at level 46 before, than I will be getting killing enemies with my leveled character now?

    And the gear I have been using was with the training trait.
  • Elsonso
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    Sheridan wrote: »
    Well, your stats still improve via attribute points and stronger enchantments, and you get more skill points and better passives over time and stuff like that, not to mention better gear.
    There's still some progression, but it's more incremental. More subtle. Less direct and vertical.
    Atrribute points progression? Well, it's so strange to see that my naked lvl15 Khajiit crafter now has more Health than my CP341 main character... And talking about better gear, it's also very strange to see that all weapons at the crafting table now have the same damage, from lvl1 iron sword to cp160 rubedite sword...

    Yeah, I think they should have spent a little more time on some of the edge effects.

    One interesting side effect has been brought to my attention, and that is that new players can now ignore gear and suddenly realize that they needed to not ignore it when they wonder what these "stars" on the character page mean.

    One Tamriel, as it turns out, is holding the hands of the players, particularly the new ones, a little too tightly. The devs realize this, but they patched it instead of changing it, which begs the question about what it was about the fix that they did not like. The patch is academic, rather than one of practice.
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  • Annalyse
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    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.

    but dude, you can exploit so many stuff, abuse so many things!, like get meteor at level 3, and bomb the sh#t out ppl in blackwaterblade pvp, or get master wizard title before level 10 and so on! :)

    Things like this is what concerns me the most. If everything is going to be scaled, then certain things should be level-locked. The mage's guild questline especially should no longer advance simply from levelling the skill line with lorebooks, as one can now hop from land to land gathering every lorebook and be able to complete the mage's guild questline at a very low level. It should be level-locked so that you have to actually level up some before each new section of that questline becomes available.

    I haven't played much since the update so I don't have much feedback otherwise at this point. But I can say that from what I experienced with scaled DLCs, I am not really looking forward to it. When I first tried Orsinium, I discovered that my level 40ish alt actually killed things faster than my 400+CP character. I'm unsure how scaling works, but that makes progression feel very backwards. Why would I want to bother levelling if I feel like I'm getting weaker? I ended up not doing the DLC content on my alts under 50 because of it.

    Also, to the people who were saying before this update that main cities wouldn't be any more crowded because they would become separate instances as more players went there - apparently these instances allow a heck of a lot of people. I tried to go to Rawl'kha yesterday and there were so many players by the wayshrine that I couldn't even see land. It slowed the loading down so much for me that I was running amongst unrendered black silhouettes for quite some time before things properly loaded. And now with people duelling by wayshrines I basically have to give up ever shopping at those traders.

    All in all there are more things about this update that I don't like than there are things that I like, but it's here and we all have to live with it.
    Edited by Annalyse on October 6, 2016 6:08PM
  • Sigtric
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    @ElBiggus I found last night that I was 1 or 2 shotting the wolves in bleakrock (for a whopping total of 3xp each) on a lvl 12/13 character.

    The zero effort mob kills still exist.

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  • ElBiggus
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    I've said it before, and I'll say it again: it seems all the people who like the scaling are those who enjoy the game after CP160, and obviously if you've outlevelled the "natural" difficulty of the game then you're going to be happy that the world has opened up again.There are, however, players like me who don't enjoy the endgame -- running dungeons just to get better gear to run those same dungeons again to get better gear to run those dungeons again is not my idea of fun, I have no real interest in PvP, and once the story is over I'm done with a character -- and for us the changes have provided no benefit and have taken away some of the enjoyment we got from it.
  • KerinKor
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    I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
    Seems to me Zenimax have implemented the 'Oblivion killer' feature, that also afflicted Skyrim, in a game where players can't mod it out of existence. :(
  • dodgehopper_ESO
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    I know that a lot of people either like or dislike the One Tamriel changes, but I want to just list off the positives as I see them. I think for many its simply a matter of perspective, and if they look at things from another angle they might have more fun with it.

    1) You will be rewarded in better experience for staying in your zone and clearing everything. For the completionists out there this is wonderful. I can recollect running maps and as I got toward the end I was earning almost no experience for my time and efforts. This lets new players get caught up to the 'end game' while still being able to soak all the enjoyment they like out of that game.

    2) Team with your friends: I literally had 10 friends from another game quit ESO over this one. Now it is possible for a cp 561 and a level 2 character to team up and everyone gets at least SOME reward. Teaming is the point of an mmo, and when you have all your slots filled with Veterans its nice to be able to help low level friends.

    3) Bosses are now scaled to challenge, Dolmens can be rewarding and fun for everyone. The challenge of the game is actually improved in some areas. I realize that the opportunity to overpower a zone has been done away with, just like the capacity to feel the challenge of getting Werewolf or Vampire at less than level 10. You can still challenge yourself though, you just have to be more creative about it.

    4) Cross faction players can finally team. I would never have made alternate faction characters had this been a thing when I started. Nowadays you can play with friends who came to ESO and simply wanted to start out in a different alliance.


    P.S.: I'd like to see them add the capacity to replay old missions, at the very least the side missions (Though it would be fun to repeatedly kill Molag Bal over and over).
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  • KerinKor
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    Sigtric wrote: »
    Now it is much more in-line with how a traditional Elder Scrolls game works, and makes it more rewarding (xp and gear wise) to visit places you would have other wise been too high of a level to gain anything from.

    This is great for me.
    Let's see:

    Arena - nope, no level scaling
    Daggerfall - nope, no level scaling
    Morrowind - nope, no level scaling
    Oblivion - yes, lousy feature that many modded out
    Skyrim - level scaling sort of, that many modded out

    Not sure how you define 'traditional' but none of the TES games I play, either by design or by choice, sadly ESO doesn't have the choice to mod out this abomination.

    Of course, 'traditional' TES games use entirely different leveling mechanics so ESO is utterly unlike any 'traditional' TES game in its basic mechanics.

    Edited by KerinKor on October 6, 2016 6:10PM
  • ThePonzzz
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    This change was to enhance the longevity of the game. But it completely guts the linear progression that many people need to feel their efforts matter. ESO, prior to this change, had no repeatability after you out leveled a zone. So while that progression kept you grounded, your power offered you nothing in completed zones. But it's the same psychology used in achievement-based gameplay. If we lost the achievements, we'd lose a lot of players over the simple fact that can't watch the numbers go up.

    There are some odd cons to the scaling though. Material harvesting doesn't allow backwards compatibility. I can no longer harvest my own materials to make gear for people by request. The player economy suffers another blow with this change. The mindset of self-sufficient gear progression continues down its warpath.
    Edited by ThePonzzz on October 6, 2016 6:14PM
  • ElBiggus
    ElBiggus
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    I know that a lot of people either like or dislike the One Tamriel changes, but I want to just list off the positives as I see them. I think for many its simply a matter of perspective, and if they look at things from another angle they might have more fun with it.

    1) You will be rewarded in better experience for staying in your zone and clearing everything. For the completionists out there this is wonderful. I can recollect running maps and as I got toward the end I was earning almost no experience for my time and efforts. This lets new players get caught up to the 'end game' while still being able to soak all the enjoyment they like out of that game.
    I don't mind doing quests and getting no XP; I'm not playing it to become a super-elite winzor of teh world, and I don't consider it a waste to help out an NPC and receive nothing in return.
    2) Team with your friends: I literally had 10 friends from another game quit ESO over this one. Now it is possible for a cp 561 and a level 2 character to team up and everyone gets at least SOME reward. Teaming is the point of an mmo, and when you have all your slots filled with Veterans its nice to be able to help low level friends.
    For you, maybe that's good. Me, I play the game solo; it's nice to happen to run across someone who's doing the same quest as you so you can share the workload, but I don't seek out other players. It's good to know they're there, but for the most part I look on them as unusually mobile NPCs.
    3) Bosses are now scaled to challenge, Dolmens can be rewarding and fun for everyone. The challenge of the game is actually improved in some areas. I realize that the opportunity to overpower a zone has been done away with, just like the capacity to feel the challenge of getting Werewolf or Vampire at less than level 10. You can still challenge yourself though, you just have to be more creative about it.
    I might give you that one; fought a worls boss earlier, and were it nor for someone else joining it I'd have either died repeatedly or taken three hours to wear it down while I desperately tried to stay alive, but they're only a tiny part of the content. (Again, I'm not interested in getting the greatest gear -- for me the game stops once I've done the last sidequest.)
    4) Cross faction players can finally team. I would never have made alternate faction characters had this been a thing when I started. Nowadays you can play with friends who came to ESO and simply wanted to start out in a different alliance.
    See 2. Other players are other players, and unless they stand still long enough for you to get a bead on them the fact that they're in one faction or another isn't something you can easily spot, so this change has has zero impact on my life.
    P.S.: I'd like to see them add the capacity to replay old missions, at the very least the side missions (Though it would be fun to repeatedly kill Molag Bal over and over).
    They do. It's called "create a new character"... :tongue:
    Edited by ElBiggus on October 6, 2016 6:22PM
  • old_mufasa
    old_mufasa
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    KerinKor wrote: »
    Sigtric wrote: »
    Now it is much more in-line with how a traditional Elder Scrolls game works, and makes it more rewarding (xp and gear wise) to visit places you would have other wise been too high of a level to gain anything from.

    This is great for me.
    Let's see:

    Arena - nope, no level scaling
    Daggerfall - nope, no level scaling
    Morrowind - nope, no level scaling
    Oblivion - yes, lousy feature that a few modded out but the majority left alone
    Skyrim - level scaling sort of, a few modded out but the majority left alone

    Not sure how you define 'traditional' but none of the TES games I play, either by design or by choice, sadly ESO doesn't have the choice to mod out this abomination.

    Of course, 'traditional' TES games use entirely different leveling mechanics so ESO is utterly unlike any 'traditional' TES game in its basic mechanics.

    There fixed it in bold....


    Edited by old_mufasa on October 6, 2016 6:33PM
  • MasterSpatula
    MasterSpatula
    ✭✭✭✭✭
    ✭✭✭✭✭
    old_mufasa wrote: »
    KerinKor wrote: »
    Sigtric wrote: »
    Now it is much more in-line with how a traditional Elder Scrolls game works, and makes it more rewarding (xp and gear wise) to visit places you would have other wise been too high of a level to gain anything from.

    This is great for me.
    Let's see:

    Arena - nope, no level scaling
    Daggerfall - nope, no level scaling
    Morrowind - nope, no level scaling
    Oblivion - yes, lousy feature that a few modded out but the majority left alone
    Skyrim - level scaling sort of, a few modded out but the majority left alone

    Not sure how you define 'traditional' but none of the TES games I play, either by design or by choice, sadly ESO doesn't have the choice to mod out this abomination.

    Of course, 'traditional' TES games use entirely different leveling mechanics so ESO is utterly unlike any 'traditional' TES game in its basic mechanics.

    There fixed it in bold....


    You're probably right about Skyrim, but if you honestly think your "fix" is even the tiniest bit true of Oblivion on the PC platform, you're not living in objective reality. Ten years ago, the Bethesda forums were full of torches and pitchforks.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Greifenherz
    Greifenherz
    ✭✭✭
    Ten years ago, the Bethesda forums were full of torches and pitchforks.

    Ten years ago I didn't even know games had forums for them, and I played the *** out of Oblivion. Never forget that most game forums are populated by not even a tenth of all people playing the game. I didn't mod the leveling out of Oblivion because it never ocurred to me as an issue. The game was designed that way and offered enough alternatives for me to have a sense of progression.
    Plus that difficulty slider was mint.

    EDIT: I'll raise you one better and claim that - not the majority - but a good chunk of players didn't even know Oblivion is modable.
    Edited by Greifenherz on October 6, 2016 7:02PM
  • Reemo
    Reemo
    I like the idea of One Tamriel, scaling, being able to go where I want.

    But boy do I hate the increase in difficulty.
    I'm a solo player through and through and not at level cap yet (level 43).

    Before I could play just fine; not too difficult as long as I didn't do anything stupid and with bosses I just had to be careful or come back a little later with 1 or 2 extra levels or gear updates under my belt.

    Now, in the same area, fighting 3 mobs is doable but a chore (takes rather long) and bosses have become (almost) impossible.
    The difficulty seems to have increased by 50 to 100%.
    So what was a challenging, but doable and thus fun, game has suddenly turned into a frustrating grind that is not much of my kind of fun any more.

    I'll give it a couple more tries, maybe wait for possible fine-tuning patches etc., but my very first impressions are not good at all.
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