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Level Scaling: Was it a good idea?

  • Chronicburn
    Chronicburn
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    Other(please explain).
    I wouldn't call it bad, I personally like the more traditional leveling model better. I feel it gives more up a sense of "accomplishment" when you can't kill something so you go gain a few levels and gear up to come back and beat it ... in this current system, if you can't beat it al lvl 10, you still can't beat it at lvl 20... in fact it might be harder
    Edited by Chronicburn on October 8, 2017 3:01PM
  • Motherball
    Motherball
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    Yes, it was a good idea.
    If you need more of a challenge you could always fight with crap gear and a horrible build. Level scaling allows more exploration and easier grouping. Also, rather than using my high level to farm gear for my low level alt, I can just take my alt there to farm the gear themselves.
    Edited by Motherball on October 8, 2017 3:29PM
  • phileunderx2
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    Yes, it was a good idea.
    I finished the main quest at about level 50 then orsinium came out and instead of doing Cadwell s I quested in wrothgar. By the time I finished it and got back to silver I was around vet 4 so I was already overleveled. The only reason I finished silver was to get the soul shriven motif. Nothing else from it was useful to me. Also hated that once you were vet 16 you basically only had 4 places to play.
  • SanTii.92
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    Yes, it was a good idea.
    Slick_007 wrote: »
    you could walk into a higher level zone and get a sense of achievement for killing things. no longer.
    Sense of achievement for killing a mob, wut? One tamriel saved the game.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • Juju_beans
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    Yes, it was a good idea.
    I like it because the entire world is always available to you at your level.
    I can finish entire storylines in zones without worrying that you out leveled it.
    You can go anywhere and farm the correct level mats.
    I also see all levels of players in all zones including the starter ones.
    No matter which zone you go to and quest the loot rewards are at your level.
    Mobs and bosses always remain relevant challenges.
  • Elsonso
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    Yes, it was a good idea.
    I will put it this way... it was a very good start, and something that should have been in the game on Day 1. One Tamriel in 2016 should have been rolling out Phase 2 of the level scaling instead of Phase 1.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Linaleah
    Linaleah
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    Yes, it was a good idea.
    one tamriel level scaling is part of the reason why I came back and subscribed. it opens up the world and I love it to pieces.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • BlanketFort
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    Yes, it was a good idea.
    I wouldn't call it bad, I personally like the more traditional leveling model better. I feel it gives more up a sense of "accomplishment" when you can't kill something so you go gain a few levels and gear up to come back and beat it ... in this current system, if you can't beat it al lvl 10, you still can't beat it at lvl 20... in fact it might be harder

    That's why you level up, gain some skill points, get some skills and passives unlocked, get better level-relevant gear, and go back to that something you weren't able to kill before, and kill it.

    As many have said, progression is still very much there, it's just not solely tied to level now, but also what skills and passives you use, and how you use them. also, let's not forget CP and how that makes your life much easier the more you get.
  • Myyth
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    Yes, it was a good idea.
    Since I spend most of my time leveling up new characters level scaling opens a whole new world of adventures.
    Instead of being locked into the same linear leveling path going from each faction zone to the next, my characters can now pick and chose any zone they want to quest in without any level restrictions. It really makes leveling characters less boring and monotonous.
    Edited by Myyth on October 8, 2017 7:05PM
  • Ojustaboo
    Ojustaboo
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    Other(please explain).
    Badly implemented in my opinion. Not sure I have the answer though.

    What I hated before it arrived was that by the time I reached a new area, the quests were all far too many levels below me and it became zero fun.

    But now we have this wishy washy kind of thing, where most of it isn't hard, but we do get some reward while leveling (although you level soooo quickly now they might as well sell level 50 in the store, make them some money instea dof us wasting a few days game time) .

    I used to love how hard crag was, just fighting a few wasps was fun. Now 9 times out of 10 I can get a craft node in front of a wasp and move out the way before it even tries to attack (champ point spent so only need top hit node once) and even if they do attack, I can blindly mash one button until they are dead without ever having to worry about using a potion.

    What I wanted (and asked for numerous times when the game was released) was the option to disable XP. We sub and we get boosted XP. I wanted the opposite, so I could level as I wanted, spend a while in Cyrodiil etc, then come back and carry on leveling, that way if I started to out level, I could disable it until I caught up and things were a challenge again.
  • Ojustaboo
    Ojustaboo
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    Other(please explain).
    Motherball wrote: »
    If you need more of a challenge you could always fight with crap gear and a horrible build. Level scaling allows more exploration and easier grouping. Also, rather than using my high level to farm gear for my low level alt, I can just take my alt there to farm the gear themselves.

    While obviously we are all entitled to our own viewpoint, I respectfully hate this one :)

    The notion that I sub to play a game and in order to have fun I must fight with lower level weapons and lower level armor and not spend my skill points wisely just doesn't add up for me.

    When I play my single player games and I level up the best I can, get the best armor I can, spend the skill points the best I can, it's still one hell of a challenge and that's on normal NPC's yet alone the bosses.
  • FrancisCrawford
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    15 level people farming BiS stuff around,

    What does this mean?

    If you're level 15, gear that drops for you won't be BiS very long.
  • Jeremy
    Jeremy
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    Yes, it was a good idea.
    Bot trains, 15 level people farming BiS stuff around, more and more endgame players quitting ESO each day... So, what do you guys think? Was level scaling a good idea at all?

    One Tamriel was the best thing that ever happened to this game.

    Before then you would easily out-level the zone you were trying to explore.... making the enemies even easier than they are now (not to mention they didn't drop loot).

    Now you can actually explore the game at your own pace.
  • ThePrinceOfBargains
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    Yes, it was a good idea.
    I wouldn’t have started playing this game again if not for the level scaling. Levels never made any sense to begin with.
  • Motherball
    Motherball
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    Yes, it was a good idea.
    Ojustaboo wrote: »
    Motherball wrote: »
    If you need more of a challenge you could always fight with crap gear and a horrible build. Level scaling allows more exploration and easier grouping. Also, rather than using my high level to farm gear for my low level alt, I can just take my alt there to farm the gear themselves.

    While obviously we are all entitled to our own viewpoint, I respectfully hate this one :)

    The notion that I sub to play a game and in order to have fun I must fight with lower level weapons and lower level armor and not spend my skill points wisely just doesn't add up for me.

    When I play my single player games and I level up the best I can, get the best armor I can, spend the skill points the best I can, it's still one hell of a challenge and that's on normal NPC's yet alone the bosses.

    Thats cool. Its simply a self-imposed difficulty slider. I’m not against striving to better your character, just stating that if the combat is too easy or boring, there are things players can do themselves in the game rn to make it more challenging instead of just complaining that its too easy.

    If players are up to the challenge of hard encounters, it shouldnt be too difficult to find creative ways to challenge themselves with the current content, in my opinion. If they dont need their hand held building a good balanced character, they shouldnt need it held trying to find difficult content.
    Edited by Motherball on October 8, 2017 10:44PM
  • Bhaal5
    Bhaal5
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    Yes, it was a good idea.
    The mention of end game players leaving is nothing new, personally dont think its because of level scaling. Think its more that content like vmol and vhof are really glitchy as it is but add lag (lots of lag) into the mix? Or running content with people in your own country at your time (oceanic players), you get heaps of lag? Or running pvp and you are constantly getting load screens and skill locking because of the lag?
    Think the common dominator here is the lag, not the level scaling
  • Aliyavana
    Aliyavana
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    Yes, it was a good idea.
    I don't like that in games a bear in a starter zone is weaker than one in an endgame zone, they are bears so consistency is nice
  • Iluvrien
    Iluvrien
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    No, it was a bad idea.
    Iluvrien wrote: »
    The idea that a mudcrab on a beach in Bal Foyen is just as much of a challenge at CP160 as it is at L4 isn't just odd, it's insane. The world loses all sense of verisimilitude.

    Let me introduce you to my little friend the VR5 mudcrab from launch.


    That was a result of the Cadwell's Silver/Gold system that I have always hated. In fact there are posts on this board that say how I actually avoided starting Silver/Gold because I detested the lazy storytelling (Dec 2014) leading to the reskinning of zones, and how I desperately wanted it either fixed or made optional (Nov 2014).

    I've actually been advocating multi-tier zones (August 2015) on-and-off since PC launch.

    That system was bad for verisimilitude. This is worse.
    Edited by Iluvrien on October 8, 2017 10:56PM
  • disintegr8
    disintegr8
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    No, it was a bad idea.
    I am probably biased, having leveled several characters through vet ranks in the days before CP.

    In combination with account wide CP, once you have a decent amount of CP on one character, rolling an alt is merely the start of a grind to level 50, with nothing being a challenge until you reach 'end game'. Before 1T, you could be leveling a character in each alliance and exploring their own zones.

    There is no such thing as advancing through the story any more, finding enemies that are too tough for you at your current level and returning later on to get your revenge.

    I even started a second ESO account to try and find the challenge but with 'go anywhere you like', I struggle to even find and follow my alliance story line. I can get all the skill points I need doing group delves and going skyshard hunting but apart from world bosses, nothing I come across while traveling is really a challenge.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Runefang
    Runefang
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    Honestly its a great idea, it's better than Skyrim's method.
  • MLGProPlayer
    MLGProPlayer
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    Yes, it was a good idea.
    This is all you need to know: http://steamcharts.com/app/306130

    The player base tripled when they released One Tamriel.
  • zaria
    zaria
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    Yes, it was a good idea.
    As posted in another tread, benefit, go everywhere and do anything, no danger of out level content who was an major issue if trying to do all the quests. All of Tamriel is overall endgame, you can farm gear do quests and so on.

    Back during wow cataclysm solo endgame was an stupid daily quests and an tiny area there you did other dailies to grind reputation. Now this sucked brontosaur if you was on an PvP server with an weak faction.
    For max level players its an pure win. One cp660 in guild went back to greenshade to quest just to relax and found he missed the Dumer wanted to be Khajiit and the [snip] Bosmer quest.

    Downside is not much feel of achievement and that overland is trivial for players who have some idea how to play.
    Now it they simply level locked quest bosses in solo instances to first try you could come back later and kick ass, have the top level capped so even mediocre players can do it at +cp160.

    Game boomed after 1 Tamriel so it will not change back, its as likely as Apple stopping selling phones.

    [Edited for inappropriate content]

    Edited by ZOS_KatP on October 12, 2017 7:31PM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • disintegr8
    disintegr8
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    No, it was a bad idea.
    This is all you need to know: http://steamcharts.com/app/306130

    The player base tripled when they released One Tamriel.
    And explains why two thirds of the player base have very little idea of what they are doing.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Vrienda
    Vrienda
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    Yes, it was a good idea.
    Yes it was a good thing. Made the game less linear and more open world.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • MLGProPlayer
    MLGProPlayer
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    Yes, it was a good idea.
    disintegr8 wrote: »
    This is all you need to know: http://steamcharts.com/app/306130

    The player base tripled when they released One Tamriel.
    And explains why two thirds of the player base have very little idea of what they are doing.

    The old way of levelling didn't teach you anything. I was constantly 10 levels over the level recommendation for zones just from doing all quests. It was a cakewalk.
    Edited by MLGProPlayer on October 8, 2017 11:39PM
  • FrancisCrawford
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    In any MMO, leveling alts is a lot easier than leveling your first character, because of:
    • Better knowledge of the game.
    • Better access to gear and consumables.

    In ESO there's a third reason, namely CP.

    The easiest fix is usually to play underleveled, and One Tamriel takes that away. But you still have options to consciously forgo gear and CP if you want to.
  • disintegr8
    disintegr8
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    No, it was a bad idea.
    disintegr8 wrote: »
    This is all you need to know: http://steamcharts.com/app/306130

    The player base tripled when they released One Tamriel.
    And explains why two thirds of the player base have very little idea of what they are doing.

    The old way of levelling didn't teach you anything. I was constantly 10 levels over the level recommendation for zones just from doing all quests. It was a cakewalk.
    I would suggest that you are more of a completionist than most. A large portion of new players just want to get to CP160 CP cap as fast as they can, even on their first character.

    1T has made that easier to do - which I think is a bad thing. The only benefit I have got out of 1T (which is where level scaling came in) was the ability to run overland content with friends from other alliances.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Emma_Overload
    Emma_Overload
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    Yes, it was a good idea.
    Level scaling has nothing to do with the ills plaguing this game.
    #CAREBEARMASTERRACE
  • Stovahkiin
    Stovahkiin
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    No, it was a bad idea.
    I honestly can't believe or understand how so many people voted yes. Personally, One Tam ruined ESO for me. Now that everything scales and there is literally no real difficulty for 95% of the game's content, I just can't play anymore.

    I loved the game before this update, but the complete lack of progression that I feel in the game now prevents me from doing so anymore. There are of course other issues, but this is one of the biggest reasons why I had to quit.
    Edited by Stovahkiin on October 9, 2017 3:03AM
    Beware the battle cattle, but don't *fear* the battle cattle!
  • starkerealm
    starkerealm
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    Yes, it was a good idea.
    On the whole? Yes.

    The system isn't without issues, and if you designed an MMO from the ground up to be level-less, you could probably engineer some better systems to support that approach. As is? Yeah. It makes the game a lot more accessible, and allows you to actually socialize with your friends at random, instead of having to coordinate in advance. "Oh, hey, you want to run some quests together? Let me hop over to a character that's in your level range, and... oh, none of them are."

    Now, that's not a problem. You can get on your CR660, and pal around with buddies who are just getting started. Which makes the game way more accessible.

    I mean, if you go in planning, "no, really, there's no levels in my MMO," you could probably get a more organic system than what ESO has. One where players have less power progression, but more lateral options, without the battle leveling system. But, as it exists now? Yeah, it's a good thing.
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