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Scaling killed the game (for me)

  • Elsonso
    Elsonso
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    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.


    Yeah, I don't care what they have to do, but a character should never become WEAKER as they level. If I have the same gear at Level 1 as I do at Level 50, I should be stronger at Level 50.
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  • Soundwave
    Soundwave
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    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.


    What? I am so confused, why?
  • Mandragora
    Mandragora
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    Soundwave 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.


    What? I am so confused, why?

    I have no problem with that too, I don't understand that logic too - it was never important for me - the skills still are stronger for me with every level, but I think if they would remove classes and made the game really about skill trees, maybe it could work beter? I don't know. I was always more interested in the freedom to go to every zone esp. in a TES game and types of quests, I could do with different characters.

    But I finally understood, that some players can have problem with this:
    They could really play the game as they wanted before - they could go down a bit if they didn't feel for hard fights, or they could meet some challenge and actually win the boss fight.

    But now they just sucks whatever they do. They can kill ordinary mobs, but they are 1 shot with critical hit at 2+ slots bosses.
    So in that way they feel like they will never be better - they are just forced to play the game the way someone dictates and getting trolled by not really friendly players, who are very happy with that only some % of players can do what everyone could do before. So I hope there will be some solution for this, because I'm worried now, how many players will start to dislike this mean feature of One Tamriel = play the game fights as some else wants you to play.
    Edited by Mandragora on October 16, 2016 10:07AM
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  • stevepdodson_ESO888
    stevepdodson_ESO888
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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.

    everyone that says this must never have actually played any of the earlier Elder Scrolls games because this is not how they used to work at all...go back and play Arena, Daggerfall, Morrowind and you will see how a "traditional" Elder Scrolls game works
  • Mandragora
    Mandragora
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    My wife and I have been playing eso since beta. Bought the imperial edition, etc. We have been paying members since day 1 and have never missed a month of subscription.

    That said it may be time for us to move on. I have 10 maxed out toons. I have basically done all you can do in the game pve wise and Im too old now to get into pvp that much anymore and the wife doesn't care for pvp at all in any game.

    So basically I kept my account going to run with her when she wanted to game together. She is the reason we have accounts still and she is TICKED off about this stupid update.

    What she payed for was to farm and do writs. That is all she likes to do. So eso was getting $30 a month for her to go out and pick plants, mine rocks and harvest dead trees. So $360 a year for her to do writs.

    I had no problem with this because hey it makes the wife happy. That's worth $360 a year :)

    She leveled up her toons JUST TO FARM WRITS. She doesn't like fighting. Now her leveled up toons are not leveled up anymore so she isn't having fun doing writs anymore. I told her to give it a bit more time but I have a feeling eso just kissed off $360 a year easy month here. Which that $360 a year in the grand scheme of things may not seem like much but how many other people were doing the same thing I wonder?

    Personally I think the update is the single most stupid Idea any gaming company ever had and Ive been gaming on computers not consoles since 1977.

    Several people in here echo'd the core problem I have with it. Whats the point in leveling up if you never get stronger? If everywhere you go its just as hard as it was to kill the monsters 25 levels ago? Well eso isn't hard in my opinion but you get the idea.

    There is no sense of accomplishment. No point in playing if you spend x time doing x things and your right where you were when you started. Yeah that makes me want to pay good money for that.... NOT.

    Admitting something was a bad idea has never been eso's strong point so I doubt this cruds going to get rolled back. So I have a feeling unless the wife figures out a way to do her writ stuff without getting ganked by what used to be low lvl monsters were problem going to drop the subscription. I have a feeling eso's wallet might find there are more players like my wife they WERE making money off of.........



    I still do not understand - how do you farm wrists and how can you get to fighting while doing that? The only mats I can imagine are hides? so she was farming the lower hides for her low level alts? Well, you could still kill mudcrabs/wolves - it is a bit harder now, but not difficult or is it?
    I think they didn't have to make it really random with One Tamriel - it used to be in DLC areas, because there was no other option, but in One Tamriel, you can go everywhere, so even the materials could remain the same as it used to be - different for each zone? And also to make the crafting without crafting level restrictions - like to craft a "bow" without any other specifications, then you could choose the material you have and also your reward would be according to that.

    About that fighting difficulty:
    Another solution to the one I said before would be to make the mobs around the starting area (Glenumbra) a bit weaker and around more far away areas a bit stronger (or to have the same difficulty as they have now, only around Glenumbra it would be a bit downgraded) - so it will not be the same way as it used to be, but it also wouldn't be the same level mobs everywhere, and together with that suggested feature - that around the starting area of the zone main quest would be weaker and far away stronger.
    So together with the different zone itself difficulty it could give you the feel of progression and also going back if you want to be a bit stronger.
    And still you could go everywhere, only the mobs would be a bit tougher (you would need blue set equipment) and around Glenumbra a bit weaker (you would need white/green non set equipment).

    Old players wouldn't mind that and new players would have time to look around or they would be warned to have really good equipment if they want to go more far away - but still they could manage.

    What do you think abou this compromise?
    Edited by Mandragora on October 16, 2016 10:54AM
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • RavenSworn
    RavenSworn
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    Mandragora wrote: »
    My wife and I have been playing eso since beta. Bought the imperial edition, etc. We have been paying members since day 1 and have never missed a month of subscription.

    That said it may be time for us to move on. I have 10 maxed out toons. I have basically done all you can do in the game pve wise and Im too old now to get into pvp that much anymore and the wife doesn't care for pvp at all in any game.

    So basically I kept my account going to run with her when she wanted to game together. She is the reason we have accounts still and she is TICKED off about this stupid update.

    What she payed for was to farm and do writs. That is all she likes to do. So eso was getting $30 a month for her to go out and pick plants, mine rocks and harvest dead trees. So $360 a year for her to do writs.

    I had no problem with this because hey it makes the wife happy. That's worth $360 a year :)

    She leveled up her toons JUST TO FARM WRITS. She doesn't like fighting. Now her leveled up toons are not leveled up anymore so she isn't having fun doing writs anymore. I told her to give it a bit more time but I have a feeling eso just kissed off $360 a year easy month here. Which that $360 a year in the grand scheme of things may not seem like much but how many other people were doing the same thing I wonder?

    Personally I think the update is the single most stupid Idea any gaming company ever had and Ive been gaming on computers not consoles since 1977.

    Several people in here echo'd the core problem I have with it. Whats the point in leveling up if you never get stronger? If everywhere you go its just as hard as it was to kill the monsters 25 levels ago? Well eso isn't hard in my opinion but you get the idea.

    There is no sense of accomplishment. No point in playing if you spend x time doing x things and your right where you were when you started. Yeah that makes me want to pay good money for that.... NOT.

    Admitting something was a bad idea has never been eso's strong point so I doubt this cruds going to get rolled back. So I have a feeling unless the wife figures out a way to do her writ stuff without getting ganked by what used to be low lvl monsters were problem going to drop the subscription. I have a feeling eso's wallet might find there are more players like my wife they WERE making money off of.........



    I still do not understand - how do you farm wrists and how can you get to fighting while doing that? The only mats I can imagine are hides? so she was farming the lower hides for her low level alts? Well, you could still kill mudcrabs/wolves - it is a bit harder now, but not difficult or is it?
    I think they didn't have to make it really random with One Tamriel - it used to be in DLC areas, because there was no other option, but in One Tamriel, you can go everywhere, so even the materials could remain the same as it used to be - different for each zone? And also to make the crafting without crafting level restrictions - like to craft a "bow" without any other specifications, then you could choose the material you have and also your reward would be according to that.

    About that fighting difficulty:
    Another solution to the one I said before would be to make the mobs around the starting area (Glenumbra) a bit weaker and around more far away areas a bit stronger (or to have the same difficulty as they have now, only around Glenumbra it would be a bit downgraded) - so it will not be the same way as it used to be, but it also wouldn't be the same level mobs everywhere, and together with that suggested feature - that around the starting area of the zone main quest would be weaker and far away stronger.
    So together with the different zone itself difficulty it could give you the feel of progression and also going back if you want to be a bit stronger.
    And still you could go everywhere, only the mobs would be a bit tougher (you would need blue set equipment) and around Glenumbra a bit weaker (you would need white/green non set equipment).

    Old players wouldn't mind that and new players would have time to look around or they would be warned to have really good equipment if they want to go more far away - but still they could manage.

    What do you think abou this compromise?

    Honest to God they should just make the mobs around towns or cities be easier or lesser health so the new players could venture out and have a feel of progression. It also will make it feel like once you venture further into the wilderness, the enemies you encounter will be harder. This ties in well with the exploration theme.
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  • Hortator Indoril Nerevar
    Hortator Indoril Nerevar
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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.

    Yes, scaling is terrible.
  • pema
    pema
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    for me it did the same but I'm endgame.
    THe content is way to easy now.
    CP makes that your char is very strong right away.

    I don't like the scaling, as there was not tought of people with a lot of cp or just been in the game a long time and have figrured this game out...

    it feels like zos only focusses on the new players, and that saddens me.
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  • Juponen
    Juponen
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    I agree that the 1-49 leveling is superfluos and they should have revamped the whole system as now only the CP's matter. All "levels" do nowadays is make sure the gear looted during leveling becomes waste.

    No more grey quests or mobs is a big plus for getting xp, but gone is the thrill of going "above your level" too.


  • Giant_Lizard
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    well, I'm actually glad to see I'm not the only one who doesn't like this change :smiley: before it seemed like everyone else liked it.

    I doubt it will change anything, anyway, I don't think they will reverse it the way it was before. I never seen anything like that before.

    But in case it will happen, I hope to be aware and come back :smile:
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  • Bobby_V_Rockit
    Bobby_V_Rockit
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    i'd be more interested if my new alts could wear my end game gear. My main is a stam base but my alt (level 3) is magicka. I have 6 peices of infallible aether that are wasted until (if I even bother to) level the alt
  • Elsonso
    Elsonso
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    Mandragora wrote: »
    I have no problem with that too, I don't understand that logic too - it was never important for me - the skills still are stronger for me with every level, but I think if they would remove classes and made the game really about skill trees, maybe it could work beter? I don't know. I was always more interested in the freedom to go to every zone esp. in a TES game and types of quests, I could do with different characters.

    Here is how it works at ZOS. Every employee is equal. With training, anyone can do any job in the studio. As the employee's time with the company increases, they get more knowledge and responsibility. They get to wear better clothes. They get a better computer. Things are just better.

    As they get better, they are actually contributing more to the studio. To compensate for this, the employee is expected to pay part of their own wages, which they should be able to easily do because they are skilled, and have better clothes. When they badge into the office, there is a display that shows one to five gold stars and lets them know where they are falling short. Maybe they need to upgrade their pants to Armani clothing, or something like that.

    Is it surprising that they make their game the same way? Not really.

    :smile:

    It was a crazy analogy, but it was fun to think that Firor works for free in exchange for the company Lexus. In a few short months, he may be eligible for an upgrade, when ZeniMax Media raises the employee level cap. If.

    Honest to God they should just make the mobs around towns or cities be easier or lesser health so the new players could venture out and have a feel of progression. It also will make it feel like once you venture further into the wilderness, the enemies you encounter will be harder. This ties in well with the exploration theme.

    They should take a second look at something like that. Characters still have levels, and each level has a certain amount of power to it. We can disregard them, or say we can, but they are still there and they are still relevant. The way to address this with scaling is to move the more dangerous monsters off the beaten path. They don't have to be super powerful, but the player should recognize that when they see certain mobs, it might be better to have someone around.
    Mandragora wrote: »
    I still do not understand - how do you farm wrists and how can you get to fighting while doing that? The only mats I can imagine are hides? so she was farming the lower hides for her low level alts? Well, you could still kill mudcrabs/wolves - it is a bit harder now, but not difficult or is it?

    Craglorn materials farming for the Veteran Rank 1 character. VR1 characters would get eaten by the first group of mobs that took an interest. To farm Craglorn as a VR1, it was necessary to travel from harvest point to harvest point without attracting the attention of the pack of mobs nearby. Skillfully done, a person could spend hours, and cover a considerable amount of Craglorn, without even entering combat.

    In the lower level zones, the monsters are spread out more, but they attack in smaller groups. Farming mats in lower level zones often times involves killing wolves and other creatures that happen to be near harvest nodes. Before One Tamriel, these were one-shots, or at least simple, for many players when characters were over-level. Farming after One Tamriel involves more lengthy combats and the mobs are harder to avoid. It is much harder to farm Craglorn Style in the other overland zones.
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  • Mush55
    Mush55
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    Being way over the cp cap with all my chars this will not affect me in the slightest, sure I may go and do some of the quests that I missed along the way as a time filler whilst awaiting on guild runs.

    But if I was starting as a new player I don't think I would stay long in the game . I like the traditional way of progression in that some areas are out of bounds untill you level up and are capable of taking on the mobs and bosses. As it seems now the do anything in any area at any level will rob the new players of any fun, challenge ans sense of accomplishment.
  • Elsonso
    Elsonso
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    Mush55 wrote: »
    Being way over the cp cap with all my chars this will not affect me in the slightest, sure I may go and do some of the quests that I missed along the way as a time filler whilst awaiting on guild runs.

    But if I was starting as a new player I don't think I would stay long in the game . I like the traditional way of progression in that some areas are out of bounds untill you level up and are capable of taking on the mobs and bosses. As it seems now the do anything in any area at any level will rob the new players of any fun, challenge ans sense of accomplishment.

    The biggest difference between playing on a new account and an established account with hundreds of CP is mainly that the established account can go more places via wayshrine rather than having to hoof it. The game feels the same and, except for abilities, combat is the same. There is very little feel on the new account that you are doing anything other than collecting useless junk you cannot use from bosses (they never drop equipment a character can really use).

    EDIT: Oh, and the XP numbers are smaller on the new account. You might get a couple thousand XP for a boss on the older account, and a couple dozen on the new account. I guess you could consider that progression.
    Edited by Elsonso on October 16, 2016 4:14PM
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  • Smasherx74
    Smasherx74
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    I agree, I liked WoW because it was truly open world but if you went somewhere higher level unless you had someone to help you, you'd just spend all day kiting a single enemy or get rekt so bad you'd be traumatized and never return to that zone.

    in ESO there is now no such thing as levels, since everything is scaled. Really breaks the immersion for me personally. Not that it really matters, since I have a BiS Meta stamplar build that can cut through MA like butter.
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  • Hallothiel
    Hallothiel
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    Whilst I still have to wait for this in practice as on a console, have to say as someone who was initially against this, I have changed my mind.

    This is due to the fact that I have found it hard to be able to quest on my alts without quickly becoming overlevelled for the area & not getting any xp. Have been having to constantly check my quest journal to make sure I do quests in time.

    It has meant I can't "play the way I want" as can't play my alt nb as an assassin & do the DB quests first as then could not go back & do faction quests as would be overlevelled. She's just sitting in the Gold coast at present waiting....

    It has also meant I can't not take any of my alts to Cyrodiil / do pvp as again would mean any xp there would over level me. Don't really do dungeons but am sure same applies.

    Whilst one-shotting something can undoubtably be satisfying, I had a moment yesterday on an alt just starting in cadwell zone with mobs of Cp160 & managed to get killed as wasn't really paying attention & used to being OP. Had to go & redo skills bar and actualy think about what I was doing rather than just button mashing. Which is good!

    So on the whole looking forward to this as makes the game playable again.

    And it will make the damn Witches Festival stuff doable as can't really participate at present as can only do a few delves / dolmens as otherwise overlevelled & don't get anything or the xp boost means my alts level up too fast for the area........frustrating!
  • Sang
    Sang
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    With my main finally just now getting that CP 160 mark, I have to say the only thing I find difficult is finding a wb boss or dolmen boss that doesn't have a bunch of cp 500's getting all the dps credit and me being unable to get loot.

    It does not feel like mobs scale past cp 160.


  • boldfacedtype
    boldfacedtype
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    Sigtric wrote: »
    Now it is much more in-line with how a traditional Elder Scrolls game works

    This is a good point. I have been whining about it because I liked the sense of... adventure, or something, knowing there were places I couldn't go yet, but could work towards. But thinking about it like that actually helps a little.
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  • Asardes
    Asardes
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    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.


    Yeah i miss the point in this but gotta see it with my own eye's when it launches .
    Also , i bet that high cp accounts massively create new low level chars to release them in Cyrodiil

    1) Cyrodiil was always scaled in a similar fashion to what the whole Tamriel is scaled now, so high CP accounts have always done that
    2) There are no CP campaigns where all CP bonuses are disabled.
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  • gel214thb14_ESO
    gel214thb14_ESO
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    Playing this a bit more, and I still think it is a good idea but I don't like the implementation.

    They need to scale players under 50cp160 better vs the mobs.

    OR

    They need to provide a memento or some reusable way for players to boost their characters with a buff.
  • Digiman
    Digiman
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    Honestly they do need some tweaking but overall its nice that I can level my champion points by helping my lil sister in low level areas. Getting materials for her sets I want to make is another issue, would be nice if I could get the materials myself.
  • Arthur_Spoonfondle
    Arthur_Spoonfondle
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    xRIVALENx wrote: »
    I can understand your view, there is really no goal to work towards when your characters power stays relatively the same from level 1 through 50. The game ultimately becomes stale unless you really enjoy the questing and exploration.

    Indeed, the feeling of making progress as you level, is lost.
  • Digiman
    Digiman
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    xRIVALENx wrote: »
    I can understand your view, there is really no goal to work towards when your characters power stays relatively the same from level 1 through 50. The game ultimately becomes stale unless you really enjoy the questing and exploration.

    Indeed, the feeling of making progress as you level, is lost.

    Not true, when you get to 50 and have champion points progress becomes more important. All this does is make lowbies have a chance at competing so there are no player shortages groups.
  • Asardes
    Asardes
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    Actually scaling has made me want to actually level my junior alts and not keep them as bank chars forever - though they are currently chaffing under the weight of the new sets, even if I only keep the divines.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Elsonso
    Elsonso
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    Asardes wrote: »
    Actually scaling has made me want to actually level my junior alts and not keep them as bank chars forever - though they are currently chaffing under the weight of the new sets, even if I only keep the divines.

    One Tamriel is a boon to existing players. Best thing they ever did.

    New accounts... not quite the same boon. For new accounts, the best thing about One Tamriel is zone sets, but getting to those places might be a challenge, and figuring out what set you want, and where to find it, is not easy. New players are more likely to just hang around where the started and run the game like before.

    Thankfully, they can just wear whatever stuff they happen to pick up as they wander their home zones. They will get a steady stream of three different sets in each zone as they quest to level up.

    The second best thing about One Tamriel for new players is that the world is the same no matter what direction they walk, so they never have to worry about over and under level for a zone. I say that this is second best merely because set gear is more important now.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Asardes
    Asardes
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    ✭✭✭✭
    One Tamriel is a boon to existing players. Best thing they ever did.

    New accounts... not quite the same boon. For new accounts, the best thing about One Tamriel is zone sets, but getting to those places might be a challenge, and figuring out what set you want, and where to find it, is not easy. New players are more likely to just hang around where the started and run the game like before.

    I wish I had One Tamriel while leveling my 1st char. Because half way trough each zone everything became boring, because killing stuff and doing quests awarded no or very low XP. I also would have liked to have no veteran ranks, as I had to earn those too - the vet ranks were the snag that made me put of leveling my first 3 alts, which I did after DB when they were eliminated. With the vet ranks I was basically struggling to get enough points to spec my skills, as that char also became an universal crafter. Having those 16 points earlier would have been much better. On top of that, there were very few dropped sets, and those were underleveled by the time you got them, so pretty useless. So, being completely honest new players have it much easier today than it was 1-2 years ago. And there are some old players with a spiteful attitude as if plowing trough huge vet rank grind and boring alliance areas before that was a virtue.

    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • idk
    idk
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    ✭✭✭✭✭
    @Giant_Lizard

    It's understandable that someone still leveling up their first character might se these changes as you have. However, leveling up a character is only part of the game.

    Besides the story line, which is good for those who enjoy story lines in game, end game opens up a new world of gaming. Whether it be just tooling around or doing dungeons and trials the game keeps going. Additionally, one doesn't gain CP until level 50 which permits us to customize and specialize our characters even more.

    I suggest you find a good active guild, finish leveling your character and see what all you csn experience from the game behind just leveling up.
  • Elsonso
    Elsonso
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    ✭✭✭✭✭
    Asardes wrote: »
    One Tamriel is a boon to existing players. Best thing they ever did.

    New accounts... not quite the same boon. For new accounts, the best thing about One Tamriel is zone sets, but getting to those places might be a challenge, and figuring out what set you want, and where to find it, is not easy. New players are more likely to just hang around where the started and run the game like before.

    I wish I had One Tamriel while leveling my 1st char. Because half way trough each zone everything became boring, because killing stuff and doing quests awarded no or very low XP. I also would have liked to have no veteran ranks, as I had to earn those too - the vet ranks were the snag that made me put of leveling my first 3 alts, which I did after DB when they were eliminated. With the vet ranks I was basically struggling to get enough points to spec my skills, as that char also became an universal crafter. Having those 16 points earlier would have been much better. On top of that, there were very few dropped sets, and those were underleveled by the time you got them, so pretty useless. So, being completely honest new players have it much easier today than it was 1-2 years ago. And there are some old players with a spiteful attitude as if plowing trough huge vet rank grind and boring alliance areas before that was a virtue.

    The reason that One Tamriel can be a boon to existing players is that many of us did not level our first characters like you. Rather than hanging around for little or no XP, we moved on and hit the next zone, leaving stuff undone. Champion Points and made it much easier to outlevel the content.

    One Tamriel robs the new player of one thing, and this was plainly obvious when I was on PS4 this morning. Once killing mobs is mastered, the world is not a threat. On PS4, which is not yet at One Tamriel, I found myself falling into One Tamriel habits and had to relearn that the world is a dangerous place.

    Sadly, the worst One Tamriel threat to a character appears to be leveling.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • DMuehlhausen
    DMuehlhausen
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    ✭✭
    xRIVALENx wrote: »
    I can understand your view, there is really no goal to work towards when your characters power stays relatively the same from level 1 through 50. The game ultimately becomes stale unless you really enjoy the questing and exploration.

    This has always been my biggest gripe with any Elder Scrolls games. Going through the story and moving up to Daedric, Dragon or Glass armor then going back to one of those first dungeons you found and just getting slaughtered by same level bandits in Glass armor. You should feel more powerful as you go through an RPG, not feel like you are the same all the way through.
  • Sardath
    Sardath
    ✭✭
    I really don't understand how people can complain this much on a feature that improves the game to many and takes literally nothing from you.

    The level is nothing but a gating method that restricts what areas you can go to and what mobs can you take on. You can do literally the exact same things before the patch. Nobody is forcing you to do anything, to stray off the beaten path.

    So people say that they lost sense of progression. Was a number indicating your strength magically the sole reason for your progression? People act like you don't level up and aquire new abilities, you don't get stats and you don't get CPs.

    Boss beating you? Have you tried potions, food and maybe a little atention to what gear you have? A little awareness to the fight mechanics help too.

    The game isn't hard - it was just too easy before because you were carried by your level.
    Edited by Sardath on October 17, 2016 2:18PM
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