They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.
They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.
i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...
They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.
i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...
They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.
i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...
But, with the way scaling works in the game, it is literally meaningless if gear is 200 or 160, you will have the same power at 200 as you do now at 160. So introducing an increase to the gear cap is just an artificial, useless step to force players to farm or use resources to adjust their gear.
I agree here, but on the other hand ESO has way over 500 sets people can chose from. This is almost uncomprehendable and even harder to balance right. In this context, I'd love to see a return of specialized sets that reward players for teaming up and share the strength of their setup with others while benefiting on the other hand from other players buffs and synergies and the like. Pretty much what we had in MoL and HoF back years ago. Never understood why they went for this one meta-rules-all thing. In this sentiment, while I more or less can understand their hybridization approach in terms of balancing, I don't like this approach in terms of diversity.They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
Maybe some event-driven zones could bring a bit of fresh air to the game. I.e. that NPCs will, if not enough players participate in the map encounters, take over cities and castles which then triggers quests that players need to regain control of these areas to unlock further quests and so forth. This works really good in Guild Wars 2 and provides a bit of dynamic content that give the impression that the actions of the player actually matter.Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
They should never increase the gear or character levels, as that would mean everyone and everything is outdated immediately. Which is one of the major flaws from other MMO's, and I definitely do not want to see that here. The CP 160 gear is fine and unique, and should stay that way! Also, not every set should be available in every weight. As that would make some of them overpowered. (Note: ZOS can't tie special gear to certain quests, as zonequests can only be done once.)
Agreed with your world idea, we need more zones where we can make an impact. Like we do on coldharbour during the main questline. Repopulating the coldharbour town is awesome, and allows us to see what impact we are having in the gameworld. In a post long ago I described some different ideas for that: Rebuilding a fort quest by quest, protecting a wagon of refugees through a zone while they slowly rebuild into a town, helping strangers quest by quest to eventually form an army, etc, etc. There are plenty of things which could work. Good idea!
Your last idea. I don't do a lot of crime(I'm good), so I'm not going to comment on that.
i get that no one wants to farm for anything these days especially everything they have that is now trash xD BUT they wouldnt have to... When i said that your level 1 gear could be upgraded to level 160 through the crafting system that was purely to relieve the need to farm as well as make people who dont want to make another character to get a quest item they want happier.
this eliminates the need to go out and redo all the dungeons or content you had done previously and instead requires that you can craft or know a crafter...
But, with the way scaling works in the game, it is literally meaningless if gear is 200 or 160, you will have the same power at 200 as you do now at 160. So introducing an increase to the gear cap is just an artificial, useless step to force players to farm or use resources to adjust their gear.
level 160 mace gold has a damage of 1335 (wierd number but ok)
lets say a level 200 gold mace has a damage 1500 ( that is a much more appealing value)
Heavy armor legendary quality values (defensive armor value) old vs new
160 head: 2425
200 head: 2500
160 shoulder:2425
200 shoulder: 2500
160 chest: 2772
200 chest: 3000
160 arms: 1386
200 arms: 1500
160 belt: 1039
200 belt: 1500
160 legs: 2425
200 legs: 2500
160 feet: 2425
200 feet: 2500
old 14,897
new 16,000 armor
enchantments potions and food will be adjusted to this level as well, im not going to do all of that right now though.