dominic.iraceb14_ESO wrote: »How is this working anyway.. I've grouped with lots of <50 lvl players this week in Craglorn and noticed that my mobs were still at 160,, I thought they were suppose to scale to the group leaders level?
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.
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.
lordrichter wrote: »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.
Well, the word "literally" aside, they took away some of the way people were playing the game. They changed how crafting and harvesting worked, which changed for the worse how some people play. They took away the ability to set one's difficulty deliberately when playing in over and under leveled areas.
To be certain, there are positive aspects, but I do wish they had spent more time mitigating the game play that apparently does not interest them.
lordrichter wrote: »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.
Well, the word "literally" aside, they took away some of the way people were playing the game. They changed how crafting and harvesting worked, which changed for the worse how some people play. They took away the ability to set one's difficulty deliberately when playing in over and under leveled areas.
To be certain, there are positive aspects, but I do wish they had spent more time mitigating the game play that apparently does not interest them.
lordrichter wrote: »lordrichter 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.
hmsdragonfly wrote: »lordrichter wrote: »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.
Well, the word "literally" aside, they took away some of the way people were playing the game. They changed how crafting and harvesting worked, which changed for the worse how some people play. They took away the ability to set one's difficulty deliberately when playing in over and under leveled areas.
To be certain, there are positive aspects, but I do wish they had spent more time mitigating the game play that apparently does not interest them.
You do understand that if you want to craft gears for your alt, instead of farming mats with your main now all you have to do is farmings mats with your alt, which is pretty much the same thing?
hmsdragonfly wrote: »I can say that this update brings joy to TES fans, or at least Oblivion and Skyrim fans, because they play the game for immersion, while gamers who play just to force level up and do not care anything about the world, the immersion and so on might find being "cheated". I am here to remind you that you guys are not the majority here.
Hallothiel wrote: »@lordrichter
See this is what is confusing me. Admittedly I have only played a bit of Oblivion (the skill trees were over-complicated and annoying) but lots & lots if Skyrim, but I am right in thinking that although you COULD go anywhere, there were places that you would just die - until you were a higher level. I played recently on a lower level old character and I was slaughtered by a dragon. No hope of killing it.
So how is 'Go anywhere but no levels' more Elder Scrolls?!
lordrichter wrote: »
You do understand that I am not the only person who is playing the game, right? I am not always crafting for an ALT.
lordrichter wrote: »You do understand that some of these other people playing the game do not like to farm, and would prefer to buy gear or mats, and that people used to be able to farm and sell mats for any level of crafting, prior to One Tamriel?
Not you, but other people can still provide them mats. It's not like no one sells mats anymore.lordrichter wrote: »Now that One Tamriel is out, I have to say I spend a lot less time providing other players with materials. I figure that they can go tromp around Tamriel and get these materials, even if they don't want to do that. This is what ZOS wants, and what ZOS felt was fine to remove from the game, and that I did not need to be doing that.
lordrichter wrote: »hmsdragonfly wrote: »I can say that this update brings joy to TES fans, or at least Oblivion and Skyrim fans, because they play the game for immersion, while gamers who play just to force level up and do not care anything about the world, the immersion and so on might find being "cheated". I am here to remind you that you guys are not the majority here.
That is true. Not everyone plays ESO because it is an Elder Scrolls game. One of the reasons that I like Elder Scrolls games is that there is a feeling of progression. There are places I can go that are more challenging, but as my character gets better, I can go to those places and face those monsters. I remember the troll on the path to High Hrothgar, and the one just down the river from Ivarstead. Those beasts could kill my lowly character that was just off the prisoner cart. That is what I want in One Tamriel. I want to have to run from these guys because I am not yet worthy to kill them.
But, yes, not everyone wants that. I do recognize this.
I have played MMOs that scale well... Come to think of it, in those MMOs things are eyeroll easy or annoyingly hard...
What's frustrating me with One Tamerial is that my powerful character, that has (had) an effective stamina and critical set up keeps getting weaker every ten champion points, even with new gear.
gel214thb14_ESO wrote: »I have played MMOs that scale well... Come to think of it, in those MMOs things are eyeroll easy or annoyingly hard...
What's frustrating me with One Tamerial is that my powerful character, that has (had) an effective stamina and critical set up keeps getting weaker every ten champion points, even with new gear.
You know I've mentioned this earlier in the thread, and people have told me I am exaggerating. They say that equipment does not affect your character that much, but then say that it's important and the Battle Levelling system takes equipment into account. It's either one or the other.
It seems the reality is that no one really knows how the scaling in this game works. What I have noticed is that people who seem to have more than 160 Champion Points generally dispatch enemies extremely quickly in the game.
I've said again that we need to get some sort of feedback from the developers about what we as players should be doing now, how we should build our characters and what is important for character progression.
hmsdragonfly wrote: »I see your issue here.
hmsdragonfly wrote: »
As I remember, in Skyrim you can't even solo a giant even when you are level 60 and have beaten Alduin. Unless you are a stealth archer. LOL. Stealth archer solves everything. They are just tough creatures overall. As you bring up Skyrim, creatures in Skyrim also level up with you, so if you can't find "a feeling of progression" here in ESO, how can you find "a feeling of progression" in Skyrim?
daedalusAI wrote: »I have played MMOs that scale well... Come to think of it, in those MMOs things are eyeroll easy or annoyingly hard...
What's frustrating me with One Tamerial is that my powerful character, that has (had) an effective stamina and critical set up keeps getting weaker every ten champion points, even with new gear.