Well, this is bad. Especially considering how they encourage exploration - but at the same time actively discourage exploring anything your missed in previous areas or overleveled thanks to questing too much / PvP.
Also have to admit I didn't actually realise I will not be able to get some items at all, other than creating new characters or paying people to get them for me, because I dared to level up.
Eh, this revelation took the wind out of my sails, big time, I have to say.
Well, this is bad. Especially considering how they encourage exploration - but at the same time actively discourage exploring anything your missed in previous areas or overleveled thanks to questing too much / PvP.
Also have to admit I didn't actually realise I will not be able to get some items at all, other than creating new characters or paying people to get them for me, because I dared to level up.
Eh, this revelation took the wind out of my sails, big time, I have to say.
I'm with you on this. Discovering this mechanic really took a hit on my projected interest in the game in general, as much as I hate to say it. I'm not one to make dramatic over-generalizations like this, but for whatever reason, it's a big deal to me.
What's funny is that level 5 mobs are still very agressive, even if you outlevel them 30 levels ^^ That's the kind of mechanic "unique" to this game. Trying to be different TESO ?
Coldharbour used to level cap at 2. This is actually an improvement.lordrichter wrote: »If you hit level 4 while still in Coldharbour, you will stop getting XP and loot from things you kill, with the exception of the 'boss' in the last room.
I had the idea of staying around there until I got all the equipment I wanted. I figured I would stop getting XP at some point, but did not expect the loot to stop, too.
driosketch wrote: »Coldharbour used to level cap at 2. This is actually an improvement.lordrichter wrote: »If you hit level 4 while still in Coldharbour, you will stop getting XP and loot from things you kill, with the exception of the 'boss' in the last room.
I had the idea of staying around there until I got all the equipment I wanted. I figured I would stop getting XP at some point, but did not expect the loot to stop, too.
Also, this mechanic has been in the game for a long time. It has nothing to do with gold sellers/bots as this was before they came into the game. Aside from crafting, nothing you get from low level mobs is going to be useful to a higher level players. If you have a lower level character that needs medium armor, have them gather the material.
it's seriously putting me off going back to lower level zones to complete them and even farm for my lowbie alts -_-
I've never seen this much loot 'enforcement' before. I'm sure there's better way to deter gold farming bots and such. Pretty ridiculous.
No need to get sore over it. If you feel the change would benefit the game, /feedback it. Contrary to the perception in a lot of the threads in the this sub-forum, ZOS does make changes based on player feedback. Case in point, the same mechanic used to apply to PvP as well. A level 50 used to get nothing for killing a level 10, even though the latter gets up-scaled, before they changed it.driosketch wrote: »Coldharbour used to level cap at 2. This is actually an improvement.lordrichter wrote: »If you hit level 4 while still in Coldharbour, you will stop getting XP and loot from things you kill, with the exception of the 'boss' in the last room.
I had the idea of staying around there until I got all the equipment I wanted. I figured I would stop getting XP at some point, but did not expect the loot to stop, too.
Also, this mechanic has been in the game for a long time. It has nothing to do with gold sellers/bots as this was before they came into the game. Aside from crafting, nothing you get from low level mobs is going to be useful to a higher level players. If you have a lower level character that needs medium armor, have them gather the material.
That sounds more like an opinion rather than an explanation. What harm comes from giving the player choice as to what they want to do with their character? This mindset is restrictive and I've yet to see a justification for why it's a quality of life improvement.
because...why not make things annoying and not user friendly or inconvenient when you can. I love the game because it is filled with these rookie mistakes for a mmo. It is like watching a game being properly built and fixed AFTER it was launched.
Blizzard's moto was "If its fun its going to be nerfed"
ZOS's moto seems to be "if its inconvenient or makes no sense then our job is done"
driosketch wrote: »Coldharbour used to level cap at 2. This is actually an improvement.lordrichter wrote: »If you hit level 4 while still in Coldharbour, you will stop getting XP and loot from things you kill, with the exception of the 'boss' in the last room.
I had the idea of staying around there until I got all the equipment I wanted. I figured I would stop getting XP at some point, but did not expect the loot to stop, too.
Also, this mechanic has been in the game for a long time. It has nothing to do with gold sellers/bots as this was before they came into the game. Aside from crafting, nothing you get from low level mobs is going to be useful to a higher level players. If you have a lower level character that needs medium armor, have them gather the material.
That sounds more like an opinion rather than an explanation. What harm comes from giving the player choice as to what they want to do with their character? This mindset is restrictive and I've yet to see a justification for why it's a quality of life improvement.
Create a new ALT Char, stay low level farming low level zones, put equipment in bank. Then u can get the items from bank using your main.
Clotholachesisatropos666b14_ESO wrote: »The only reason you'd be killing mobs in a lower level zone, would be to either help one,screw some one over, or just farm materials.
I don't like that you can't get loot from lower level mobs but I understand it, and it's not really a big deal so try farming in a zone on your level lol
Create a new ALT Char, stay low level farming low level zones, put equipment in bank. Then u can get the items from bank using your main.
would love to do that but sharing the bank with all the alts and still trying to have each of them master a craft is imposible with shared bank, and stupid to have a shared bank. i like to have good fighting charactors with 1-2 max crafts in a MMO, but a shared bank makes it not posible to have the room for each character to store their needed mats for crafting.
Wow, so much in this thread to which I want to respond! I'll just try a scattershot approach. Let me preface this by saying that I am only level 30, which is due to a combination of an average amount of available playtime and the fact that I am exploring every facet of the game. 100% exploration, lore book discovery, sky shards, every profession, pvp ... you get the point. I am one of these people that is truly taking my time and experiencing everything at a leisurely pace.
On leather...
I have amassed so many unused stacks of leather at the various levels that it boggles the mind. I also upgrade all of my gear every two levels. I find it puzzling that people who supposedly explored every area of the map aren't swimming in leather. Are you only killing hostile mobs? At low levels that might be your problem. But I have so much leather that I've had to vendor 3-4 stacks from my bank when I moved on to the next tier. I could have probably made more money selling to players, but I'm ok with my decision.
On crafting for guild members...
I'm all about crafting for low level guild members. That being said, I have yet to see a lower level guild member ask for crafted gear without offering raw materials. If you can't provide materials for them, then the least they could do is farm the materials themselves.
On loot(or lack thereof)...
I am getting the sense that many people simply don't enjoy the game unless there is a shiny loot drop given in return. A portion of them also claim to be taking their time and enjoying every facet of the game. I'm sorry, but if the absence of loot makes you not want to do something in the game, then stop claiming that you are in it for anything other than loot/progression. I overlooked the second flight of dungeons while playing in Stormhaven and outleveled them to the point that I can no longer use the group finder for those dungeons. I know I won't get loot and I will have to look to zone chat to form a group, yet I still want to do the dungeons. Not because of loot, but because I want to experience all the game has to offer.
On helping others...
The absence of loot from lower level mobs will stop you from helping someone with a world boss? Well, at least you're honest about what kind of player you are. Me? I help everyone I see, particularly on these more challenging encounters. I've lost count of how many times someone has voluntarily lent me an assist. If you come across someone clearly outmatched by a boss mob, you have two decisions. Take a few seconds out of your time to help them kill the mob, or let them die and move on. How you decide to act has a lot do to with your play style. If you are a powerleveler and want to be incredibly efficient with your time, then I'd expect you to move on and honestly I wouldn't hold it against you. But if you're not in a rush and the thought is, "I won't get any loot, screw it," then you are just a loot-driven lab rat that should stop claiming to be anything else.
Well, this turned out longer than I intended.
TL;DR version: The mechanic is fine. Take your time and enjoy the game for something more than the shiny loot. Carry on.
Wow, so much in this thread to which I want to respond! I'll just try a scattershot approach. Let me preface this by saying that I am only level 30, which is due to a combination of an average amount of available playtime and the fact that I am exploring every facet of the game. 100% exploration, lore book discovery, sky shards, every profession, pvp ... you get the point. I am one of these people that is truly taking my time and experiencing everything at a leisurely pace.
On leather...
I have amassed so many unused stacks of leather at the various levels that it boggles the mind. I also upgrade all of my gear every two levels. I find it puzzling that people who supposedly explored every area of the map aren't swimming in leather. Are you only killing hostile mobs? At low levels that might be your problem. But I have so much leather that I've had to vendor 3-4 stacks from my bank when I moved on to the next tier. I could have probably made more money selling to players, but I'm ok with my decision.
On crafting for guild members...
I'm all about crafting for low level guild members. That being said, I have yet to see a lower level guild member ask for crafted gear without offering raw materials. If you can't provide materials for them, then the least they could do is farm the materials themselves.
On loot(or lack thereof)...
I am getting the sense that many people simply don't enjoy the game unless there is a shiny loot drop given in return. A portion of them also claim to be taking their time and enjoying every facet of the game. I'm sorry, but if the absence of loot makes you not want to do something in the game, then stop claiming that you are in it for anything other than loot/progression. I overlooked the second flight of dungeons while playing in Stormhaven and outleveled them to the point that I can no longer use the group finder for those dungeons. I know I won't get loot and I will have to look to zone chat to form a group, yet I still want to do the dungeons. Not because of loot, but because I want to experience all the game has to offer.
On helping others...
The absence of loot from lower level mobs will stop you from helping someone with a world boss? Well, at least you're honest about what kind of player you are. Me? I help everyone I see, particularly on these more challenging encounters. I've lost count of how many times someone has voluntarily lent me an assist. If you come across someone clearly outmatched by a boss mob, you have two decisions. Take a few seconds out of your time to help them kill the mob, or let them die and move on. How you decide to act has a lot do to with your play style. If you are a powerleveler and want to be incredibly efficient with your time, then I'd expect you to move on and honestly I wouldn't hold it against you. But if you're not in a rush and the thought is, "I won't get any loot, screw it," then you are just a loot-driven lab rat that should stop claiming to be anything else.
Well, this turned out longer than I intended.
TL;DR version: The mechanic is fine. Take your time and enjoy the game for something more than the shiny loot. Carry on.
This is one thing that has got to change.
I can get behind the removal of XP and gold for killing outlevelled mobs, but level-appropriate crafting materials should always have a chance to drop.
As for World Bosses, why can't the devs make it so that if you outlevel them you can get a single drop a day or something like that?
And finally, Group Dungeons should always reward something.