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Level Scaling: Was it a good idea?

  • PlagueSD
    PlagueSD
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    Yes, it was a good idea.
    Yes. Good idea, Just for the fact that I can take my CP level character and group up with a friend that just joined the game and help them.
  • themaddaedra
    themaddaedra
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    No, it was a bad idea.
    1. There are so many people who say "i was always 10 levels above the zone requirement". That only means you were grinding levels by killing things. It's no way you would be 10 levels above from zone just by questing.

    2. It's surprising to see how many people say yes. Personally i see nothing good for me in level scaling. Vise versa, it feels like a disaster when i keep crossing with 15-20 level people just running like chickens in zones, opening chests without looting etc.

    Tho in Zenimax' name it maybe a good thing yes. Imo there would be a thousand ways more to improve player base -like fixing most senseless rng stuff- but yeah they made it very clear that they don't care anymore what endgame players expect o:)
    Edited by themaddaedra on October 9, 2017 6:52AM
    PC|EU
  • lagrue
    lagrue
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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.

    You felt a sense of achievement trashing level 1 skeevers? Whew...
    "You must defeat me every time. I need defeat you only once"
  • zaria
    zaria
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    Yes, it was a good idea.
    1. There are so many people who say "i was always 10 levels above the zone requirement". That only means you were grinding levels by killing things. It's no way you would be 10 levels above from zone just by questing.

    2. It's surprising to see how many people say yes. Personally i see nothing good for me in level scaling. Vise versa, it feels like a disaster when i keep crossing with 15-20 level people just running like chickens in zones, opening chests without looting etc.

    Tho in Zenimax' name it maybe a good thing yes. Imo there would be a thousand ways more to improve player base -like fixing most senseless rng stuff- but yeah they made it very clear that they don't care anymore what endgame players expect o:)
    1) is true but only because if enemies was 4 or 5 levels below you, you did not get xp or loot from killing them.
    You would get this in zone 2 if you did all the quests for the zone and all the delves, got this and did not do the public dungeons, now add group dungeons and pvp to make things worse.



    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • themaddaedra
    themaddaedra
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    No, it was a bad idea.
    lagrue wrote: »
    Slick_007 wrote: »
    you could walk into a higher level zone and get a sense of achievement for killing things. no longer.

    You felt a sense of achievement trashing level 1 skeevers? Whew...

    It doesn't matter what you kill, what you skip etc. You would need to UNLOCK a zone and that was sense of achievement one way or another. It's pretty nonsense that everyone can go everywhere without any level requirements.

    ZOS could simply do that: Remove main quest/cadwell's silver/cadwell's gold requirement to unlock zones but keep level requirement enabled. So that people could level their characters wherever/however they want either with or without questing, then unlock the other maps.
    PC|EU
  • FoolishHuman
    FoolishHuman
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    Yes, it was a good idea.
    I only came to this game because I read news about the one tamriel update, I didn't even consider playing before that.

    The real problem is CP, everything scales up to 160CP, but players go up to 660(690 soon) and that's why people don't feel a challenge in the areas anymore. They should have gone with a way lower limit or a completely different system.
  • Elsterchen
    Elsterchen
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    No, it was a bad idea.
    I think the level scaling made alot of achievements in ESO flawless. I remember I had to outlevel Mannimarco by 5 levels and get purple gear as well as food to finally be able to beat him. THAT was a great achievement ! It felt so good having worked towards something.

    This feeling got lost when level scaling was introduced ... and maybe it wasn't Manimarco for you, but some other Boss (Drosha ?) that could have given you that feeling! Its gone now, every overworld or public dungeon boss (no matter the mechanics) - is way to easy to even have a slight shadow of a rewarding feeling. I feel this is a big loss to the atmosphere of eso.

    Adding to it, and maybe not directly related, but imho very well linked to the topic of level scaling -> one looses the golden path in eso very easily since OT was introduced. While the freedom of going everywhere and *** everything with everyone is great, again, some of the uniqueness of playing an elder scrolls game is lost, or maybe traded, for some illusionary mainstream-mmo-garbage. Because (matter of fact) you can#t do everything whenever you like to do it, even with OT in place. You just have the illusion of beeing able to do so, an illusion that comes with a (in my eyes very high) price. That isn't what eso was advertised for and imo: it kills the atmosphere and its diverging the playerbase even further.
  • Cherryblossom
    Cherryblossom
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    Other(please explain).
    it's a double edged sword;
    I like it because you can go anywhere.
    i don't like it, because everything is easy now.

    Not sure what it has to do with Bots, they would exist with or without.
  • gabormezo
    gabormezo
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    Yes, it was a good idea.
    Yes, but veteran mode for zones should be there aswel, when one can find some challenge with running a lvl 50+ character, and loot should be purple in there like in vet dungeons. PvE questing is extremely boring with max level toons, and those dropped green rings are just garbage, not worth our time.
  • Ghettokid
    Ghettokid
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    No, it was a bad idea.
    Ghettokid wrote: »
    Bad. Not just my opinion, but a fact.

    Looks like someone doesn't know how facts work. If you claim something to be 'factual', at least try to present an argument.
    Everything changes and nothing stands still.~ Heraclitus
    So if you think that it's necessary to provide an explanation for something "factual", then shame on you.
  • Zardayne
    Zardayne
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    Other(please explain).
    I think it would have been a good idea if implemented correctly. The way it was done is wrong IMO. They took an already easy game where at least you could tackle a zone a bit higher than your level and find some challenge to making everything faceroll easy (Except some of the newer vet dungeons, maelstrom, etc). If they had done it like GW2 it would have been somewhat better.
  • The_Smilemeister
    The_Smilemeister
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    No, it was a bad idea.
    Level Scaling has not worked for this game, in my opinion.

    Before Veteran Ranks were phased out in favor of Champion Points, traveling to each zone, leveling, progression, they all meant something. There was an incentive to visiting these zones that didn't evolve around farming or grinding all over the place. I get that there was grinding back then anyway, but unlike now to level you had an excuse to go to these zones and level up through question. Even with the grinding zones, you could only gain so much xp after exceeding a certain level so you'd have to move along anyway.

    Now though, you can grind in one spot in one zone and be able to get access to the top tier gear and content that generally requires it. It's become much more effortless and now there's very little incentive to visit and explore other zones besides farming and traders, and besides being for show, most achievements in the game are meaningless besides being for show.

    I can understand that the various parts of the old system turned many new players away from ESO, but what's the point about worrying about the short-term if you're not thinking about the long-term? The people who quit the game early most likely looked at the game, saw something they couldn't do, said "**** it" and quit the game. These people didn't give the game a proper chance. Those who did continue through the game and started to face proper veteran content did give the game a chance.

    There is, however, a bigger problem at play here beside Veteran Ranks and Champion Points. The problem Zeminax is having is that it's failing to think long term. It's alright opening the game for new waves of players, but it's the long term player that keeps the game going and funding Zeminax.

    Remember Morrowind? Morrowind attracted a lot of new players, many of which I invited to my guild. You saw more people running around, you saw prices surge as more people wanted the newest stuff. Many of those same players I recruited during the Morrowind hype have since failed to appear online for a good few months now and I'm having to boot them from my guild to make up space. The server is less populated and less people appear to be running around. It's an example of the problem Zeminax is facing. Think short-term but don't consider the long-term.

    With the hype over there are less of these new players around as the enjoyment for the content has receded, and with the enjoyment over many long term players have quit too. "Morrowind is over, now what do I do that I haven't already done?"

    Zeminax has put themselves through a lot of trouble trying to cater to EVERYONE. It's doesn't seem to be working as it leads to conflicting priorities which, in the end, helps no one but hurts everyone!

    Whether you support the new system or support the old one, it's clear that the player base is losing its patience. Whether it's to do with nerfs, PvE conflicting with PvP, Veteran Ranks vs Champion Points, content, bugs, whatever the issue is, unless Zenimax sorts it's priorities and starts thinking long-term, the game will fail.
  • Rawkan
    Rawkan
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    Yes, it was a good idea.
    It saved the game for me. It feels somehow fresh when I start new characters as I'm not limited by zones. Feels great being able to go everywhere and do what you want while you level.
  • Dreepa
    Dreepa
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    Other(please explain).
    Level scaling is good, but it should have different danger levels.

    So level scaling as "easy" and more "hard" areas. Like in skyrim. The auto scaling is there, but it is capped. The higher you go (geographically) the higher the mobs level cap is (and starting level).

    That means you cannot just go atop of the mountain and fight a mountain lion. But later on you can. And it will auto level with you.

    So the lion has a min level, and a max level. And that is defined by regions. This way, you still have interesting enemies, but more a of mix up of HOW difficulty EXACTLY they are.

  • iiYuki
    iiYuki
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    To me level scaling breaks progression and the sense of power increase. You beat the biggest baddest bosses but trash can still kill you. I prefer over leveling a zone or coming back and nuking everything with mobs running up to you swinging and your health regen alone out heals their attacks.
    I suppose you get to a point where it feels that way anyway especially if you have high burst damage you can decimate groups. I suppose i'm old fashioned I think the higher and better the level, stats or gear the more powerful they should be which is why I quit PvP in WoW when they added templates and removed PvP gear.
    Edited by iiYuki on October 15, 2017 6:02PM
    "Play how you want... unless its not how we intended you to play in which case we'll nerf it".
    - ZO$

    - The ZO$ Theme Song: https://www.youtube.com/watch?v=gmUJWP_ebsQ
  • Hurbster
    Hurbster
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    Yes, it was a good idea.
    We had bot trains way bigger than what we have now before level scaling.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • xSkullfox
    xSkullfox
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    No, it was a bad idea.
    Hurbster wrote: »
    We had bot trains way bigger than what we have now before level scaling.

    With the scaling the bots have more places to farm and are not bound anymore to a specific area. You see less bots cause more areas to botting are available.
    Groupfinder:
    The worst part is when it finally puts you in a group, your healer turns into a werewolf, your tank has 14k HP and the dps is heavy armor, using a restro staff and a two handed sword on the backbar. Then comes the 15 minute penalty before the cycle starts anew.

    Rulz of Morrowind:
    • The first rule of Morrowind is: You do not talk about Morrowind.
    • The second rule of Morrowind is: You do not talk about Morrowind.
    • Third rule of Morrowind: Someone yells NDA stuff, uploads images, streams, the game is over.
    • Fourth rule: only invited players can test.
    • Fifth rule: one invite at a time, fellas.
    • Sixth rule: crying or bashing on pts.
    • Seventh rule: NDA will go on as long as they have to.
    • And the eighth and final rule: If this is your first invite at Morrowind, you have to play.
  • Hurbster
    Hurbster
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    Yes, it was a good idea.
    They used to be at every delve boss, which was why the loot timer for bosses was implemented.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • Rawkan
    Rawkan
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    Yes, it was a good idea.
    Hurbster wrote: »
    They used to be at every delve boss, which was why the loot timer for bosses was implemented.

    I remember when the game first came out. It was almost impossible to get a hit in on a delve boss. Twenty gold farmers stacked on top of it constantly farming it.
  • wolfxspice
    wolfxspice
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    Other(please explain).
    some zones should have been left unscaled, and even had their difficulty increased, this would have given new players something to work towards, and high lvl players a overland zone that wasn't a complete steamroll.
    I'm a casual now
  • idk
    idk
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    Great idea. Especially for those what want to do every single quest. Was to easy to over level the zones. Not that I have done all the quests in over 3 years, but understand how easy it is to where the quests become meaningless.

    Also, It was really good for crafting matts.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Other(please explain).
    It's good and bad....

    Good:
    I can now go anywhere I like. I can see the whole world and do what I like for quests and challenge myself by taking on fights I feel would be a fun challenge if I want.

    Bad:
    The "high level rat"/"high level normal" effect. We just can't out-level anything. It's like how things were in TES3 Morrowind where things may have scaled somewhat but you always exceeded them eventually while in TES4 Oblivion it was all your level so everything was difficult. I love making areas safe for me to go back to either through clearing, with phased status, or just being overpowered, but I can't anymore. I also enjoy being able to out-level something to complete it when I normally can't at level; it may take longer but should be allowed so we can all eventually get the most desirable cosmetics. This is especially frustrating with the new hard-mode-only Sanctified Silver skin from Asylum Sanctorium.


    I would have implemented level scaling to allow players to scale up to anything they want to do but also let them out-level it as enemies would still have a set level. More specifically, City of Heroes had a system where players of different levels could group and scale themselves to each other, either higher player to the lower level or the lower player to the higher level, so that everyone could play together anywhere while content was still a specific level. That worked better than any system in any mmo since and they did it first. Funny how nobody learned the correct lessons from that since.
    I'm tired of the "high level normal" syndrome that developers think makes games fun. It just makes them more unbelievable and boring.
  • Stovahkiin
    Stovahkiin
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    No, it was a bad idea.
    I only came to this game because I read news about the one tamriel update, I didn't even consider playing before that.

    The real problem is CP, everything scales up to 160CP, but players go up to 660(690 soon) and that's why people don't feel a challenge in the areas anymore. They should have gone with a way lower limit or a completely different system.
    wolfxspice wrote: »
    some zones should have been left unscaled, and even had their difficulty increased, this would have given new players something to work towards, and high lvl players a overland zone that wasn't a complete steamroll.

    Exactly. I'm not completely against level scaling systems in MMOs, it's just that Zeni had no idea what the fork they were doing when they implemented it into ESO. Who thought it was a good idea to make 99% of the game uber easy mode, leaving the only challenge in the game left in a tiny, super grindy endgame?
    Beware the battle cattle, but don't *fear* the battle cattle!
  • Mystrius_Archaion
    Mystrius_Archaion
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    Other(please explain).
    wolfxspice wrote: »
    some zones should have been left unscaled, and even had their difficulty increased, this would have given new players something to work towards, and high lvl players a overland zone that wasn't a complete steamroll.

    No. All zones eventually become a steamroll for high enough players, as they should be.
    They would eventually be out-leveled by those high level players anyway as every cap eventually increases, even champion points.

    My idea of scaling up players to every area, like currently, and then letting them still out-level it is better.
    Otherwise we get the unbelievably-overpowered-threatening-high-level-"oh my god it's so scary"...rat. Like, why do we have skeevers that can still damage us at champion 660 and actually be a threat if there are enough of them? Why are their max level generic bandits?
    I'm rather tired of this effect in games. They need enemy replacement with bigger and cooler and scarier enemies at high levels, like how the game Tibia handles enemies.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Other(please explain).
    iiYuki wrote: »
    To me level scaling breaks progression and the sense of power increase. You beat the biggest baddest bosses but trash can still kill you. I prefer over leveling a zone or coming back and nuking everything with mobs running up to you swinging and your health regen alone out heals their attacks.
    I suppose you get to a point where it feels that way anyway especially if you have high burst damage you can decimate groups. I suppose i'm old fashioned I think the higher and better the level, stats or gear the more powerful they should be which is why I quit PvP in WoW when they added templates and removed PvP gear.

    That's the "max level rat" effect. It really break game immersion and fun.
    PVP is different of course. PVP needs to be fair and every player should be relatively similar power, but a mindless non-sentient-even-in-real-life rat should not be a threat to a person with a brain, let alone our powerful characters.

    It's an effect that gets very tiring in every game that does this wrong.
  • srfrogg23
    srfrogg23
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    Yes, it was a good idea.
    Yep. It was a great idea. Zone based level brackets shrink the game world and limit the amount of relevant content at end game.

    As a bonus, it doesn’t matter what level your friends are, you can run around together anywhere at any time.
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