Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Level scaling is a deal breaker

  • Elsterchen
    Elsterchen
    ✭✭✭✭✭
    Nerouyn wrote: »
    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.

    The story you refer to was written with leveling in mind... hopping from zone to zone will do anything but let you enjoy the story in sequence.
  • T4T2FR34K
    T4T2FR34K
    ✭✭✭✭✭
    If it hasn't already been said (not reading through all that crap)...CAN I HAZ UR STUFFS?
  • JasonSilverSpring
    JasonSilverSpring
    ✭✭✭✭✭
    You see I don't see why we can't have the best of both worlds?

    If we have level scaling for generic enemies that you'll encounter around the world on the road and then when it comes down to missions or dungeons etc. there can be set levels. These don't have to be leveled per area, but levelled randomly scattered around the world. Maybe even have some scaled dungeons and missions. I mean it's not like this game is short of quests for this to work.

    That way you'd still be able to travel around the world freely and pick up missions in different areas. However you'll also have that risk factor and excitement where you encounter a strong enemy that you can't defeat and may have to run away. It'll help those that feel like they aren't progressing and it'll also be cool for those people that want to be able to go everywhere and perhaps also help people who feel like the game loses challenge?

    I don't know. I just feel like adding the level scaling is just a cheap solution to ESO's problems. They could have handled it better.

    First, you necro'd this thread. Probably better to have started a new one.

    Your suggestion would still hinder people from taking time to enjoy some of the DLC's or Morrowind before completing main zones.

    While it is not perfect I still feel 1T is the best change ZOS has done to the game.
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    Well, something like a river troll is pretty tough unless you got CP. I think CP itself has broken the balance between the currently accessible overworld vs a living and challenging overworld. Imagine enemies that not only scale with level but with CP too. CP 690 level 20 might wanna be a bit more careful.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Surgee
    Surgee
    ✭✭✭✭
    Scaling is amazing. Finally my low level mates can play with me together with almost do drawbacks. If you don't feel more powerful when you level up aomething is wrong with your build.
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    You see I don't see why we can't have the best of both worlds?

    If we have level scaling for generic enemies that you'll encounter around the world on the road and then when it comes down to missions or dungeons etc. there can be set levels. These don't have to be leveled per area, but levelled randomly scattered around the world. Maybe even have some scaled dungeons and missions. I mean it's not like this game is short of quests for this to work.

    That way you'd still be able to travel around the world freely and pick up missions in different areas. However you'll also have that risk factor and excitement where you encounter a strong enemy that you can't defeat and may have to run away. It'll help those that feel like they aren't progressing and it'll also be cool for those people that want to be able to go everywhere and perhaps also help people who feel like the game loses challenge?

    I don't know. I just feel like adding the level scaling is just a cheap solution to ESO's problems. They could have handled it better.

    Minor necro in your query, but there isn't a game design reason why you can't have both. It would reverse some of the advantages of One Tamriel, though. It would re-introduce the problems with characters of different levels trying play together. It would re-introduce the problem with characters being too powerful for some content. If they tried to fix the over-level problem, that would introduce a number of complexities and inconsistencies in how the world worked.

    I'm not sure it is worth it.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    the only problem i find with the current battle scaling is the lack of easy start area and harder later area.
    the zones should be labeled as easy, adept, expert difficulty
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • JasonSilverSpring
    JasonSilverSpring
    ✭✭✭✭✭
    dsalter wrote: »
    the only problem i find with the current battle scaling is the lack of easy start area and harder later area.
    the zones should be labeled as easy, adept, expert difficulty

    Well, I would argue that the main alliance zones still have that progression. The starter zones typically have single enemies. Later zones progress to groups of two and then three. Not a huge difference Auridon is generally easier than Reaper's March.
  • srfrogg23
    srfrogg23
    ✭✭✭✭✭
    ✭✭✭
    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.

    The real difference shows when you hit CP 160+ and want to visit more than just a few relevant areas. The entire game becomes an end game zone, as opposed to the 4 or 5 you’ll see in most other games.

    It’s really nice after you’ve been playing the same character for several months at the higher levels.
    Edited by srfrogg23 on December 3, 2017 1:07PM
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    dsalter wrote: »
    the only problem i find with the current battle scaling is the lack of easy start area and harder later area.
    the zones should be labeled as easy, adept, expert difficulty

    Well, I would argue that the main alliance zones still have that progression. The starter zones typically have single enemies. Later zones progress to groups of two and then three. Not a huge difference Auridon is generally easier than Reaper's March.

    Agree completely.

    that was IMO one of the failings with morrowind being presented as a new place to start characters. Its play and scenarios is very much "seasoned character" focused and leveling while questing will be slow and sluggish compared to the original started zones and islands - not to mention rather difficult in bad ways for things like sneakery quests and such.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • ajcorbell
    ajcorbell
    ✭✭✭
    Fair enough. For me it's probably the best thing that's happened to the game, but each to their own.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    STEVIL wrote: »
    dsalter wrote: »
    the only problem i find with the current battle scaling is the lack of easy start area and harder later area.
    the zones should be labeled as easy, adept, expert difficulty

    Well, I would argue that the main alliance zones still have that progression. The starter zones typically have single enemies. Later zones progress to groups of two and then three. Not a huge difference Auridon is generally easier than Reaper's March.

    Agree completely.

    that was IMO one of the failings with morrowind being presented as a new place to start characters. Its play and scenarios is very much "seasoned character" focused and leveling while questing will be slow and sluggish compared to the original started zones and islands - not to mention rather difficult in bad ways for things like sneakery quests and such.
    yes its no issue making an zone harder even with level scaling it would then just be harder for all, it might be too hard for new players but an zone like CWC don't have to be designed for level 10.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Juju_beans
    Juju_beans
    ✭✭✭✭✭
    I like the scaling compared to other games. No matter what your level you can play with other toons and don't have to worry about zones and quests.

    I don't feel like I've out leveled a zone and therefore never go back to it.

    Games like wow have lots of empty zones and everyone is crowded in the level cap zone.
    No fun there once you've done all the quests.
  • Kel
    Kel
    ✭✭✭✭✭
    ✭✭✭✭✭
    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 so good in ESO that other games, such as World of Warcraft, are adopting that into thier game. Don't know where you are going to turn for your RPG fix, but this seems to be the direction most games are taking.

    https://www.polygon.com/2017/11/3/16604356/world-of-warcraft-level-scaling
    Edited by Kel on December 12, 2017 5:33PM
  • Tan9oSuccka
    Tan9oSuccka
    ✭✭✭✭✭
    ✭✭✭
    geonsocal wrote: »
    progression should come with a better understanding of game mechanics and most importantly - an increase in a players skill level...

    I totally agree. Instead of focusing on the leveling treadmill, you focus on other aspects.
  • Tan9oSuccka
    Tan9oSuccka
    ✭✭✭✭✭
    ✭✭✭
    Another thing I forgot to mention. Back before 1T, it was entirely possible to be over leveled for an entire zone.

    I had a buddy that didn’t get dropped loot for several zones due to being out of the level range.

    I think overall what they did with 1T was a good change. (Minus the sustain nerfs).
  • Iselin
    Iselin
    ✭✭✭✭✭
    ✭✭✭
    STEVIL wrote: »
    dsalter wrote: »
    the only problem i find with the current battle scaling is the lack of easy start area and harder later area.
    the zones should be labeled as easy, adept, expert difficulty

    Well, I would argue that the main alliance zones still have that progression. The starter zones typically have single enemies. Later zones progress to groups of two and then three. Not a huge difference Auridon is generally easier than Reaper's March.

    Agree completely.

    that was IMO one of the failings with morrowind being presented as a new place to start characters. Its play and scenarios is very much "seasoned character" focused and leveling while questing will be slow and sluggish compared to the original started zones and islands - not to mention rather difficult in bad ways for things like sneakery quests and such.

    There was also a feeling of "job half done" that was introduced into the game with One Tamriel. It's not just that the legacy zone order is still the best way for a true new player to play due to subtle difficulty differences in zones, it's also that the main narrative makes the most sense when done that way having the story build as you go through one Alliance's zones in order with the main Prophet and guild quests every few levels culminating in the meeting of the three leaders and then Coldharbour.

    Hell if a new player has Morrowind there is nothing in the new tutorial or anywhere else that points them in that direction. They would need to stumble onto the second prison tutorial to get them started and for that they would need to not follow the Vvardenfell quests which is where the game wants them to go, and port to their own Alliance's starting city.

    There are a lot of things I like about the new system, including never outleveling areas which used to be a pain, but narrative cohesion isn't one of them.

  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    Another thing I forgot to mention. Back before 1T, it was entirely possible to be over leveled for an entire zone.

    I had a buddy that didn’t get dropped loot for several zones due to being out of the level range.

    I think overall what they did with 1T was a good change. (Minus the sustain nerfs).

    I was always 5+ levels above the content I was doing back then meaning the XP I was getting from quests and kills was negligible and the drops utterly useless - those weren't even set items before One Tamriel.

    The VRs were the worst however: an useless extra grind layer that was put there just as a band aid for the utter lack of content the vanilla game had. From what I remember the Gold olnly went to VR10 and Craglorn to VR13 with a lot of group content capped at VR14 long after they had increased the gear cap to VR16. When I came into the game, slightly after IC, nobody was playing those. Only with One Tamriel did they fully scale them.

    I simply can't stand extended, pointless grinds and I didn't level any alts when all those were in the game. I can gather enough inner strength to grind alts during the 2 XP events since it takes 3-4 hours to get to 50 and the gear cap. Let's face it - back in the day ESO was a turd.
    Edited by Asardes on December 12, 2017 6:08PM
    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 |
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
    ✭✭✭✭✭
    What? No power progression? So all class and skill lines were maxed out for you? You were level 12 in full rubedo armor? If so, please tell me the magical way to have everything maxed out as a new character.

    The only thing I’d say is CP should only be shared among characters once at level 50.
    Hey everyone! Look! It's a signature!
  • QuebraRegra
    QuebraRegra
    ✭✭✭✭✭
    ONE TAMRIEL fixed many of the problems with friends playing together, and to just facerolling early content. The remaining issue with friends playing together in PVP is still the faction selection at creation.

    the original MORROWIND had "ninja monkeys", wherein there was a mix of leveled and fixed encounters.
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    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.

    oh beware the fan boi's who dont play the whole game anyhow . plenty to pick at you as they dont do any type of end game content. and when they do its tears about how unfair and hard it is.
    Edited by Wifeaggro13 on December 12, 2017 7:09PM
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    I really like the scaling. I like that a wolf is a wolf no matter where you go and they aren't level 1 baby wolves in one area and level 50 mega-death-hounds in another. If anything I don't think they've gone far enough. I wish they'd ditch traditional levels completely. Have stacks of skill lines (more than we have now) that can be trained up and a limited number of points in game to choose skills (so that you have to make meaningful choices in developing your character).

    you had to much purple dank.
  • Ranger74z
    Ranger74z
    ✭✭✭
    Yeah...I probably wouldn't play this game without One Tamriel and scaling levels. :)

    To the rest of you, tough cookies yo.
  • Tomg999
    Tomg999
    ✭✭✭✭
    Rainraven wrote: »
    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.

    Understood, and agreed. This is the tradeoff, though.
    Back then, you could never go back. After 1T, you can not go forward to a harder zone.
    This is what I miss greatly about the pre-leveling days - the ability to go to harder areas, and to fine tune my difficulty level by playing 1 or 2 areas above my level.

    Really, though, while it's a good topic for discussion, it's not a good topic for argument.
    There are pluses and minuses, and we have different preferences.

    Personally, I preferred it before leveling, however I have adjusted to it and come to enjoy the many good features it offers.

  • LordSemaj
    LordSemaj
    ✭✭✭✭✭
    Three month necro, nice.

    I've seen something like this complaint in even skill-based MMOs. The problem is people's perceptions of what levels are in an RPG. Levels were not something meant to say your character can now kill an entire army of bandits in one sword swing. Notice how there are level 10 bandits in some games and then level 70 bandits later? How are bandits on the same level as heroic godlike heroes who obtained the Master Sword when those heroes can one shot low level bandits?

    The answer lies in the word 'experience'. Levels are gained through experience. Experience points represent your knowledge of combat slowly increasing to the point that an enemy becomes less threatening. All RPG attacks are representations of an actual battle, not meant to be taken literally. How many meteors can a guy survive to the face? Why would you be able to Meteor while UNDERGROUND? RPG logic is all in the realm of metaphors and representations. Experience is one of those that just says you have learned bandit tactics and can now dodge their stabs and knife them in the heart. But this new bandit is trickier and employing tactics you've never seen before, clearly he is a challenge that you need "experience" fighting before it becomes easier.

    Levels have always been a means of gating content in a game, barring players from being capable of facing more dangerous threats until they have the right knowledge, equipment, and experience in battle to have a reasonable chance at actually succeeding. Otherwise you get a game that relys heavily on RNG and you might accidentally kill an elite boss that you weren't supposed to be able to kill yet. Not all of the old RPGs prevented players from progressing through story walls. Some just put super powerful mobs in your way to say "Don't go this way yet" and players were meant to run away from those encounters.

    It's just painful though to hear players in D&D think that their character can somehow survive getting stabbed by a sword fourteen times. That's not what HP represents, it's a scale. The more you have, the less effective that sword swing actually was. Maybe it only grazed you instead of penetrating through your shoulder. I'm sorry but you cannot "tank" bullets with your skin, nor can anyone survive a giant robot firing 80,000 bullets and then a missile on top of it if they all actually hit you the way the animation makes it seem. These are all just to appeal to the audience, the rule of cool, and not literal events. The boss isn't stupid for not killing you at level 10 when he's level 60. If you had fought him at level 10, he'd probably be level 12.

    Content in a singleplayer story RPG is already scaled through the progression lineup to always be at your level, not because the universe just happened to set up enemies in level order for you to face or destiny just magically works that way. It's just to represent experience and training. If you grind before progressing to get to a higher level then you are effectively "training" before battle to make the coming fights easier. If you once suffered from instant death from a golem attack and now can take fourteen of the same attack to the face, your character did not suddenly turn into Iron Man.

    Because experience and levels are a representation, a scaling representation where you can be less farmed or more farmed according to how much training time you invest, scaling itself doesn't break an RPG. Lots of skill-based games already have it and ESO is basically one of those. Imagine the levels don't even exist, you still progress 1 to 50 by unlocking new skill lines, leveling up old ones to be stronger 1-4 and morph them, and acquiring better and better set/enchantment selection through crafting and income progress. Not to mention your horse riding training, your research, and your CPs. ESO denies you the ability to outlevel the enemy or face against overleveled enemies but it's still every bit a true RPG with similar scaling to what most of them already have built into story mode.
Sign In or Register to comment.