I'm betting he secretly thinks Guild Wars 2 has more character progression than ESO...
So far at level 12-14 across a series of characters I've managed to tank, heal, and DPS for several dungeons, even DLC dungeons. My first clear of blood forge was level 16 or 18 I think.
You might not have everything at that level, but if you're smart about it you have enough.
kmontywrwb17_ESO wrote: »Malacthulhu wrote: »haven't really said how it destroys progression for you and on what level ypu consider an mmo to be an mmorpg. So I have to ask whats the point of your thread?
I explained why I posted above. If there is no power progression and everything scales to match where you're at, it's no longer an RPG system. It's something else. It's an absolute difference, and effects every other area of the game. What is the point of levels if there is no difference between a level 1 area and a level 50 area?
I didn't explain that because it's all been said before and the same counter arguments will now be proffered with the same disdain and disagreement. Fair enough, and hey ***. For many of us it's a deal breaker.
kmontywrwb17_ESO wrote: »Just want to let you know that level scaling has made this game unplayable for me. I get that a lot of people like it, and that's a good thing. It just destroys any progression for me. It's no longer an RPG.
I wish I'd remembered that before buying back into the game (after leaving it during the trial). My fault. If the game ever reverts, I'll be back, as it's beautiful and compelling in all other regards.
kmontywrwb17_ESO wrote: »Just want to let you know that level scaling has made this game unplayable for me. I get that a lot of people like it, and that's a good thing. It just destroys any progression for me. It's no longer an RPG.
I wish I'd remembered that before buying back into the game (after leaving it during the trial). My fault. If the game ever reverts, I'll be back, as it's beautiful and compelling in all other regards.
Level scaling is awesome.
Now you can play through maps at your leisure, enjoying the story in sequence.
Before if you did that, you'd quickly outlevel maps, meaning you'd either have to move onto a new map before finishing the current one, or settle for crappy loot and xp.
MLGProPlayer wrote: »kmontywrwb17_ESO wrote: »Malacthulhu wrote: »haven't really said how it destroys progression for you and on what level ypu consider an mmo to be an mmorpg. So I have to ask whats the point of your thread?
I explained why I posted above. If there is no power progression and everything scales to match where you're at, it's no longer an RPG system. It's something else. It's an absolute difference, and effects every other area of the game. What is the point of levels if there is no difference between a level 1 area and a level 50 area?
I didn't explain that because it's all been said before and the same counter arguments will now be proffered with the same disdain and disagreement. Fair enough, and hey ***. For many of us it's a deal breaker.
Levels =/= progression.
They create an artificial sense of progression. A level 1 zone, in a game without scaling, isn't any more difficult than a level 50 zone. The only difference is that you can't play in the level 1 zone anymore once you hit level 50 because it becomes too easy.
Giles.floydub17_ESO wrote: »lvl scalling has nothing to do with I being an RPG. Just that not all games are for everyone. why they are all different.
kmontywrwb17_ESO wrote: »Giles.floydub17_ESO wrote: »lvl scalling has nothing to do with I being an RPG. Just that not all games are for everyone. why they are all different.
Levels are absolutely a core mechanic of RPGs, and always have been. There are solid mathematical reasons for that. As someone who has worked on a game that tried (and failed) to build a level-less system, I'm more certain of that than ever. Also, if you played any of the table top systems that tried to base everything on skills, you would understand the absolute difference. If you don't have levels, you have something else that you call by another name that essentially does the same thing. There are many reasons for that, most of them tedious and pragmatic, but they are fundamental and unavoidable.
Even ESO has levels despite trying it's hardest to be skill-based. That tells you everything.
Regarding GW2 which some have mentioned, scaling is the number one reason I stopped playing that too. It felt awkward and dissatisfying for the same reasons.
Back to scaling though. The biggest tell that its in inelegant solution is that if you don't level your gear you actually get less powerful. That's an absurdity brought on by the math. You are running on the spot with scaling, but the numbers still go forward, which creates the situation where if there is a discrepancy between gear and character the results go down. How in anyone's imagination is that contextually satisfying? It's absurd, and counter intuitive. As a designer I would have rejected the solution out of hand just based upon that one outcome (ignoring all my other objections).
I do understand the positive reasons others like scaling. I'm not ignoring them. I just feel the trade-off is a bad one overall.
HOWEVER...
Thanks to everyone for all the replies. Some of them have convinced me to push through to the zero point (Max level/CP 160) if I can endure, and make my summation there. Again, it's a completely counter-intuitive absurdity to have to do that, and if I was Zenimax I'd be looking very hard at ways to reduce the impact of such an outcome of my systems. But I'll give it a go as there's nothing else worth playing right now.
kmontywrwb17_ESO wrote: »Giles.floydub17_ESO wrote: »lvl scalling has nothing to do with I being an RPG. Just that not all games are for everyone. why they are all different.
Levels are absolutely a core mechanic of RPGs, and always have been. There are solid mathematical reasons for that. As someone who has worked on a game that tried (and failed) to build a level-less system, I'm more certain of that than ever. Also, if you played any of the table top systems that tried to base everything on skills, you would understand the absolute difference. If you don't have levels, you have something else that you call by another name that essentially does the same thing. There are many reasons for that, most of them tedious and pragmatic, but they are fundamental and unavoidable.
Even ESO has levels despite trying it's hardest to be skill-based. That tells you everything.
Regarding GW2 which some have mentioned, scaling is the number one reason I stopped playing that too. It felt awkward and dissatisfying for the same reasons.
Back to scaling though. The biggest tell that its in inelegant solution is that if you don't level your gear you actually get less powerful. That's an absurdity brought on by the math. You are running on the spot with scaling, but the numbers still go forward, which creates the situation where if there is a discrepancy between gear and character the results go down. How in anyone's imagination is that contextually satisfying? It's absurd, and counter intuitive. As a designer I would have rejected the solution out of hand just based upon that one outcome (ignoring all my other objections).
I do understand the positive reasons others like scaling. I'm not ignoring them. I just feel the trade-off is a bad one overall.
HOWEVER...
Thanks to everyone for all the replies. Some of them have convinced me to push through to the zero point (Max level/CP 160) if I can endure, and make my summation there. Again, it's a completely counter-intuitive absurdity to have to do that, and if I was Zenimax I'd be looking very hard at ways to reduce the impact of such an outcome of my systems. But I'll give it a go as there's nothing else worth playing right now.
kmontywrwb17_ESO wrote: »Giles.floydub17_ESO wrote: »lvl scalling has nothing to do with I being an RPG. Just that not all games are for everyone. why they are all different.
Levels are absolutely a core mechanic of RPGs, and always have been. There are solid mathematical reasons for that. As someone who has worked on a game that tried (and failed) to build a level-less system, I'm more certain of that than ever. Also, if you played any of the table top systems that tried to base everything on skills, you would understand the absolute difference. If you don't have levels, you have something else that you call by another name that essentially does the same thing. There are many reasons for that, most of them tedious and pragmatic, but they are fundamental and unavoidable.
Even ESO has levels despite trying it's hardest to be skill-based. That tells you everything.
Regarding GW2 which some have mentioned, scaling is the number one reason I stopped playing that too. It felt awkward and dissatisfying for the same reasons.
Back to scaling though. The biggest tell that its in inelegant solution is that if you don't level your gear you actually get less powerful. That's an absurdity brought on by the math. You are running on the spot with scaling, but the numbers still go forward, which creates the situation where if there is a discrepancy between gear and character the results go down. How in anyone's imagination is that contextually satisfying? It's absurd, and counter intuitive. As a designer I would have rejected the solution out of hand just based upon that one outcome (ignoring all my other objections).
I do understand the positive reasons others like scaling. I'm not ignoring them. I just feel the trade-off is a bad one overall.
HOWEVER...
Thanks to everyone for all the replies. Some of them have convinced me to push through to the zero point (Max level/CP 160) if I can endure, and make my summation there. Again, it's a completely counter-intuitive absurdity to have to do that, and if I was Zenimax I'd be looking very hard at ways to reduce the impact of such an outcome of my systems. But I'll give it a go as there's nothing else worth playing right now.
kmontywrwb17_ESO wrote: »@STEVIL you're not talking about RPGs now. RPG systems by definition have power curves of character development, which traditionally have included levels. Let's not get into a semantic discussion about what RPG actually means. In games it refers to a certain type of system and gameplay.
@TheMaster you're still grinding. Actually if the power curve in ESO only really begins post max level/160 CP, the grind is even more than in the traditional non-level scaling version. Only the grind doesn't imbue any power until that point. It's a very strange trade off.
RPGplayer13579 wrote: »The One Tamriel update has changed how I play this game. Before I would level above the then set level for either a Public Dungeon or a Group Boss and then defeat them on my own. I can't do that anymore. Those victories were my reward for grinding up to the necessary level to win.
Is there a limit as to how high a level enemies can get to once I am in the Champion system? So I can level above them again and go back to how it was before the One Tamriel update.
MLGProPlayer wrote: »kmontywrwb17_ESO wrote: »Malacthulhu wrote: »haven't really said how it destroys progression for you and on what level ypu consider an mmo to be an mmorpg. So I have to ask whats the point of your thread?
I explained why I posted above. If there is no power progression and everything scales to match where you're at, it's no longer an RPG system. It's something else. It's an absolute difference, and effects every other area of the game. What is the point of levels if there is no difference between a level 1 area and a level 50 area?
I didn't explain that because it's all been said before and the same counter arguments will now be proffered with the same disdain and disagreement. Fair enough, and hey ***. For many of us it's a deal breaker.
Levels =/= progression.
They create an artificial sense of progression. A level 1 zone, in a game without scaling, isn't any more difficult than a level 50 zone. The only difference is that you can't play in the level 1 zone anymore once you hit level 50 because it becomes too easy.
People have really forgotten how much that sucked. If you went to Stonefalls or Glenumbra after level 30 or so, everything including dolmen bosses died if you breathed near it. So you had no reason to go back there, ever. All the content behind you was over and dead. And when progressing a character, even if you did no side quests, by time you did the zone's ultimate quest you could roll everything with your eyes closed. It was horrible. World bosses were a joke. Entire zones were pretty much empty, all the time.
One Tamriel made the game different, not easier. It's the best thing they've ever done, and if it means people can't go back and roflstomp everything or go forward and feel amazing for killing something ten levels higher, that's an acceptable price for a true open world.
Giles.floydub17_ESO wrote: »kmontywrwb17_ESO wrote: »Giles.floydub17_ESO wrote: »lvl scalling has nothing to do with I being an RPG. Just that not all games are for everyone. why they are all different.
Levels are absolutely a core mechanic of RPGs, and always have been. There are solid mathematical reasons for that. As someone who has worked on a game that tried (and failed) to build a level-less system, I'm more certain of that than ever. Also, if you played any of the table top systems that tried to base everything on skills, you would understand the absolute difference. If you don't have levels, you have something else that you call by another name that essentially does the same thing. There are many reasons for that, most of them tedious and pragmatic, but they are fundamental and unavoidable.
Even ESO has levels despite trying it's hardest to be skill-based. That tells you everything.
Regarding GW2 which some have mentioned, scaling is the number one reason I stopped playing that too. It felt awkward and dissatisfying for the same reasons.
Back to scaling though. The biggest tell that its in inelegant solution is that if you don't level your gear you actually get less powerful. That's an absurdity brought on by the math. You are running on the spot with scaling, but the numbers still go forward, which creates the situation where if there is a discrepancy between gear and character the results go down. How in anyone's imagination is that contextually satisfying? It's absurd, and counter intuitive. As a designer I would have rejected the solution out of hand just based upon that one outcome (ignoring all my other objections).
I do understand the positive reasons others like scaling. I'm not ignoring them. I just feel the trade-off is a bad one overall.
HOWEVER...
Thanks to everyone for all the replies. Some of them have convinced me to push through to the zero point (Max level/CP 160) if I can endure, and make my summation there. Again, it's a completely counter-intuitive absurdity to have to do that, and if I was Zenimax I'd be looking very hard at ways to reduce the impact of such an outcome of my systems. But I'll give it a go as there's nothing else worth playing right now.
We are all entitled to our opinions and while this does not make ESO any less of an RPG by any means, that does not preclude you from not liking it.
EDIT: the current system of leveling a character currently present in modern MMOs is very different than the earlier MMORPGs. Many players prefer the old system over what we have in MMOs today. It is all really opinion of what we like and dislike.
kmontywrwb17_ESO wrote: »@STEVIL Your referencing is wrong I'm afraid. Original D&D characters only went up to level 10. That was maximum power, apart from gear. In fact, there could only ever be one level 10 Druid in any one version of the D&D world. To get to level 10 you had to defeat the current level 10 in combat (a fantastic mechanic BTW).
I've played most RPGs since before there were CRPGs, and many of the early and current CRPGs and MMOs. Everything from the original Eye of the Beholder series, Wizardry, Ultima, Might and Magic, and many smaller long forgotten games. I played most of the first MMOs (though I missed the MUDs), and many of those since. So when I say an RPG system is a certain way, I'm referring to the long legacy of the genre. But RPG refers to a very specific thing (or set of things) - especially when you are talking about games. One of those is levels.
You can't redefine that. You can add to, or remove from it, or change it in some way. But then you are talking about something different - which is fine. But it's no longer RPG.
Anyway, once a discussion goes down to semantics, it's already overI've stated my reasons why I don't like scaling and think it is an inelegant solution that works directly against and undermines the very systems the game is made of (though I understand why it's done). We can agree to like different things.
kmontywrwb17_ESO wrote: »Just want to let you know that level scaling has made this game unplayable for me. I get that a lot of people like it, and that's a good thing. It just destroys any progression for me. It's no longer an RPG.
I wish I'd remembered that before buying back into the game (after leaving it during the trial). My fault. If the game ever reverts, I'll be back, as it's beautiful and compelling in all other regards.
May I have your things?