alexandrutenhove 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.
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 experience 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.
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.
old_mufasa wrote: »saucefarb16_ESO wrote: »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?
Greifenherz wrote: »MasterSpatula wrote: »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.
lordrichter wrote: »No, most did not mod it out. That does not mean that BGS did the right thing. They were short sighted and made a game that they did not think people would play beyond the main quest. They were probably largely right in that.
In many ways, ESO is more a succesor to Oblivion than all of the other Elder Scrolls games, including Skyrim. The main quest is even the same basic idea.
Greifenherz wrote: »
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.
Before the update, I had to skip lots of side quests because I played PvP and PvE on same character and my level was ahead of my story progression. I had to skip so much content, otherwise would have spoiled (made rewardless) the storylines by over-leveling.
Now this problem is gone, now I can return to the skipped content. SO MUCH CONTENT. I finally have playable and rewarding quests in non-DLC zones, my CP 470+ char is no longer "the guy who retired from proper adventuring and does repeatable daily quests", I don't really have to "build an alt" unless I want to pick another class or alliance.
Leveling also unlocks skillpoints and with that you get more abilities to use, develop your own combat style, it also allows you to reallocate health/stamina/magicka according to your needs (those are evenly scaled on low levels otherwise) and you also get more money to craft legit better gear. Problems?
I have Oblivion and Skyrim, modded to have non-scaleable enemies (I pushed these games to make them less like ESO for sake of variety), having non-leveled world is interesting in the beginning but burns out when you get semi-decent gear and skills because you get somewhat overpowered and there are very few challenging activities left in the game. Reminds you of ESOmething? Now that problem is gone. Accept the fact and get the best out of this change - it's worth more than a storyline DLC and you get this change for free.
MasterSpatula wrote: »old_mufasa wrote: »Let's see: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.
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.
old_mufasa wrote: »MasterSpatula wrote: »old_mufasa wrote: »Let's see: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.
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.
As someone who modded the hell out of my ES games.. I never had a issue with Oblivions level scaling and never modded it out of my game.. no one I know did.. most of the mods we used just balanced player power to deal with its such as arrow damage increase... as putting 200 arrows in to a target was a but of issue.. but most of us liked the fact when we hit are 40+ range the game was a cake walk... Oblivion was as easy to mod and the game was as main stream mod friendly as Skyrim so no I think the objective reality was lost on you for Oblivion as most never modded the game to start with.
As far as skyrim.. they did a better job of the scaling.. and I have almost 200 mods on my skyrim running.. never had a issue with scaling with Skyrim..
You seem to be ignoring the main thing though.. not one of the other ES games were a MMO.. and that changes everything.. This isn't about YOUR game play or YOUR version of TES... Its about ours as a community and group.. This change is be make the world relevant across all levels and players through the life of the game.. and that is the main reason for this change.. not that some games had level scaling or not.
@Reemo, check the stars in the upper right of your character screen. The reason they put those in now is that gear is very important for the scaling of your character. Before at lower levels gear was much more forgiving - but now that it affects the scaling it isn't. A little work on gear (and I don't mean having all the BoP sets and stuff - just getting it closer to level & upgraded) might make a big difference for you.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.
Quite the opposite for me, actually. Previously I aways played in duo with my low-level friend, helping him to complete party dungeons as he progressed from one zone to another, but now with One Tamriel that's impossible (oh, the bitter irony of all that One Tamriel mottos of "teaming up with your friends and going anywhere"...) Also, he's not "low-level" anymore, technically we are all around the same level, so I am simply not that much of a help now.dodgehopper_ESO wrote: »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.
And you call that a progression?old_mufasa wrote: »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...EldritchPenguin 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.
As you level up though your level 15 will lose stats in percentage to there level
Quite the opposite for me, actually. Previously I aways played in duo with my low-level friend, helping him to complete party dungeons as he progressed from one zone to another, but now with One Tamriel that's impossible (oh, the bitter irony of all that One Tamriel mottos of "teaming up with your friends and going anywhere"...) Also, he's not "low-level" anymore, technically we are all around the same level, so I am simply not that much of a help now.dodgehopper_ESO wrote: »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.
Your comment looks like getting the REWARD is more important thing to you, not teaming up with your friends.
dodgehopper_ESO wrote: »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).
lordrichter wrote: »No, most did not mod it out. That does not mean that BGS did the right thing. They were short sighted and made a game that they did not think people would play beyond the main quest. They were probably largely right in that.
In many ways, ESO is more a succesor to Oblivion than all of the other Elder Scrolls games, including Skyrim. The main quest is even the same basic idea.
I think the title of this thread is a touch melodramatic. I know change is new and scary, but it's not as bad as all that. There are many ways to improve in strength besides just leveling.
DeepPlayGamer wrote: »so as a console player it's not really clear for me , you do get stronger in combat terms the more cp you have or not ?
Don't tell me there is no difference or little between a sub lvl 50 and a cp531 please and that the only differences are the proc's from sets that are just to choose and pick up where they are
I'm quite confused when i read this comments
crowzub17_ESO wrote: »DeepPlayGamer wrote: »so as a console player it's not really clear for me , you do get stronger in combat terms the more cp you have or not ?
Don't tell me there is no difference or little between a sub lvl 50 and a cp531 please and that the only differences are the proc's from sets that are just to choose and pick up where they are
I'm quite confused when i read this comments
Yep a lvl 4 and a cp531 are the same for the most part.
If the cp531 makes a lvl 4 toon then the lvl 4 toon has been known to be stronger than the cp531 toon in some situations since the cp531's alt lvl 4 has the same champion points going for it plus the boost that's being added to the lvl 4.
Makes no sense to me at all.