Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
What kind of mechanics are you thinking about, which would prolong the fight and, I assume, make it more fun? Which of these mechanics would necessitate an instance versus just being placed into the servers we have now? I'm all for new mechanics but I don't think that it should be necessary to do all of the work and to separate players with different servers just to implement them. I advocate for sliders because they're what I believe to be the simplest path to a satisfactory solution for most people.
And they don't only have to affect damage or HP, there's a whole host of variables which can be adjusted like max player resources, stealth detection radius, potion effect limitations, etc. I wrote a list in this thread some time ago and it was fairly long. That being said, I don't expect to see everything implemented and starting with the basics makes sense to me. I would be fine if the initial feature only contained damage and HP adjustments. And I would fully expect this to be on the PTS for some time.
What if instead of creating an environment that would take time and space, there was a restriction on the higher end gear so that it could only be used in group dungeons. I think the idea of creating a higher difficulty would only create a demand for higher gear that will perpetuate the scenario at hand.
Adding game mechanics to a fight, especially on overland, will alienate the majority of the game players who are enjoying the story and RPGing. I have watched some great games fall down because the developers followed the less travelled path for the noise it made.
I don't really see what value that would have when
- it doesn't make much of a difference in a game where you can do basically everything without gear anyway
- restricting builds based on taking away "higher end gear" doesn't do much except annoy people and diminish player freedom
Personally, I don't think adding mechanics would be a bad thing for anyone, as long as they're done well and aren't egregious, but I know there is a contingent of players who want nothing to change which is why I'm not asking for them. I want the version of overland challenge improvements that is least offensive to as many people as possible because I know how persnickety a lot of MMO players can be. It's frustrating but building something that doesn't bother people who aren't interested in this is the most practical option with the best chance of actually getting coded and implemented, I think.
I've said this before, but I also strongly believe that the reason people want new mechanics is because the current mechanics utilized by overland monsters have almost no effect, and using sliders to increase difficulty in various ways can also have a dramatic effect on how you consider those mechanics. If the game is more lethal, those mechanics are more lethal, more valuable, and more interesting because you have to approach those enemies in new and different ways.
I do not understand why players keep saying that one can play the game naked. They cannot. That sounds like a dismissive statement each time I hear it.
(annoy people and diminish player freedom . . . seriously group-required dungeons do this for me. I am not free to play them.)
You do not see the perpetuation of creating more challenging content? It has already happened and is happening. The demand for more challenging content was met by Trials and vet dungeons. Now those are not enough because the gear is over-powered for that content because the players wanted compensation for the difficulty. I believe the answer to over-powered boredom is will not be found in creating more of the environment that instigated the boredom. Restricting group-dungeon gear to the group dungeons would return the overland to its level of difficulty while leaving the high-end gear available for the purpose of its creation, yes?
Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
What kind of mechanics are you thinking about, which would prolong the fight and, I assume, make it more fun? Which of these mechanics would necessitate an instance versus just being placed into the servers we have now? I'm all for new mechanics but I don't think that it should be necessary to do all of the work and to separate players with different servers just to implement them. I advocate for sliders because they're what I believe to be the simplest path to a satisfactory solution for most people.
And they don't only have to affect damage or HP, there's a whole host of variables which can be adjusted like max player resources, stealth detection radius, potion effect limitations, etc. I wrote a list in this thread some time ago and it was fairly long. That being said, I don't expect to see everything implemented and starting with the basics makes sense to me. I would be fine if the initial feature only contained damage and HP adjustments. And I would fully expect this to be on the PTS for some time.
My biggest problem with sliders is encountering others who play on Normal and *** up my immersion. The last thing I want is to be so immersed in the stakes of the story and feeling the good struggle to kill a powerful boss, only to have a random playing on Normal come by, and two shotting the boss. Nothing against those who play on normal, even I'll be switching back to normal regularly depending on what I'm doing and my mood.
My biggest problem with sliders is encountering others who play on Normal and *** up my immersion.
My biggest problem with sliders is encountering others who play on Normal and *** up my immersion.
This doesn't really matter to me at all, because it already happens anyway. I'll at least take a situation in which I have the ability to enjoy the game over making demands on ZOS for a system which is unlikely to happen due to being much more complicated, risky, and overall bad for the game. And for what it's worth, in my experience the frequency that this occurs is limited. I am almost always playing the game completely alone, even in overland zones. Not until someone in chat asks for help with something do I tend to even see people out in the field.
My biggest problem with sliders is encountering others who play on Normal and *** up my immersion.
This doesn't really matter to me at all, because it already happens anyway. I'll at least take a situation in which I have the ability to enjoy the game over making demands on ZOS for a system which is unlikely to happen due to being much more complicated, risky, and overall bad for the game. And for what it's worth, in my experience the frequency that this occurs is limited. I am almost always playing the game completely alone, even in overland zones. Not until someone in chat asks for help with something do I tend to even see people out in the field.
spartaxoxo wrote: »This is not a single player RPG and most of the important big boss story fights are already in solo instances.
There is not a reasonable expectation that you can play quests completely alone and nobody stronger than you will ever come along. It already happens because this is a multiplayer game.
My biggest problem with sliders is encountering others who play on Normal and *** up my immersion.
This doesn't really matter to me at all, because it already happens anyway. I'll at least take a situation in which I have the ability to enjoy the game over making demands on ZOS for a system which is unlikely to happen due to being much more complicated, risky, and overall bad for the game. And for what it's worth, in my experience the frequency that this occurs is limited. I am almost always playing the game completely alone, even in overland zones. Not until someone in chat asks for help with something do I tend to even see people out in the field.
It matters to me, because it is already happening and it is happening at an increasing rate. I have not played any map or dungeon where I had the complete location to myself. Even in the start islands I see players higher level them myself. They do kill everything in their line of vision. Even foes that are being challenged by newbs or lower levels. It is a problem now and it will only get worse if mechanics are created to fight the one-Tamriel concept. If we have a two-Tamriel world, the player base will be split AND I see high levels playing in the lower level of the worlds to speed level a guild mate, friend, or to grab resources. Having two Tamriels will not resolve the issue, it will only expand it to new levels.
I still believe the problem is not in the world / quest content but rather in the supplying vet, Nightmare, harder content with rewards of stronger gear (armor, weapons, CP points.) The issue will continue if this path continues. You get better gear, and the difficult content is easy again, now what?
Even adding difficult or challenging mechanics to a fight is not going to resolve the issue. The bored players will go to the web (or other sources) and learn the mechanic. Then they will be aggressive with anyone that does not know the mechanic because they cannot speed run the fight. Other players will avoid the challenging mechanics because the stress level of the learning curve is too high, just the way they avoid PUGging now.
Maybe the answer is in not making CP account wide. This concept will keep players engaged in the game content longer and may reduce the demand for speed leveling. Slow down, enjoy the game. It is not a race to the finish.
ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
I am not referencing players that respectfully run through the same dungeon hoping for a drop. If they are running through dungeons, gathering up every foe, one-shotting them with AOE, killing every boss, interfering with other players fights or spawn camping at the boss while AFK allowing their companion to do the fight so they can pick up the goods, those are the offensive actors.BananaBender wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
I highly doubt people do that to gain levels, because there are multiple significantly faster and more convenient places to level/boost. Farming in a public area is a horrible idea if you actually want XP, because other players can kill the packs and ruin the respawn cycle. So all boosting is mainly done in Blackrose prison or Skyreach and both of those places are instanced, meaning only the people in your party can enter the area. (I know there is one overland spot in Blackwood, which uses an exploit that can be used for boosting, but that's clearly not what's happening here)
One reason I could think of higher level/endgame people killing everything/anything is to farm leads for mythics.
There is no other way to this lead (apart from waiting and hoping that the lead shows up on weekly merchants) other than farming that specific public dungeon bosses over and over again. There are a lot of other leads which drop from various public dungeons and delves, too many for me to list here.
So farming is fine unless someone is doing it too well by your standards? I can see how it can be immersion breaking that someone is just killing everything instantly, but in online games you can't just expect people to play how you want them to play. Making XP purchasable just sounds like a solution which would just not help the situation in the slightest, because that is already a fully legal and available option to begin with. There are tons of players willing to boost someone else for some gold or crowns and this is completely allowed, as long as the players are not trading real money or use gold which is purchased with real money from external sites. Yet, it's still quite rare, because people think it's not worth the money and this would continue to be the case even if it was sold in the crown store for a ridiculous price.I am not referencing players that respectfully run through the same dungeon hoping for a drop. If they are running through dungeons, gathering up every foe, one-shotting them with AOE, killing every boss, interfering with other players fights or spawn camping at the boss while AFK allowing their companion to do the fight so they can pick up the goods, those are the offensive actors.BananaBender wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
I highly doubt people do that to gain levels, because there are multiple significantly faster and more convenient places to level/boost. Farming in a public area is a horrible idea if you actually want XP, because other players can kill the packs and ruin the respawn cycle. So all boosting is mainly done in Blackrose prison or Skyreach and both of those places are instanced, meaning only the people in your party can enter the area. (I know there is one overland spot in Blackwood, which uses an exploit that can be used for boosting, but that's clearly not what's happening here)
One reason I could think of higher level/endgame people killing everything/anything is to farm leads for mythics.
There is no other way to this lead (apart from waiting and hoping that the lead shows up on weekly merchants) other than farming that specific public dungeon bosses over and over again. There are a lot of other leads which drop from various public dungeons and delves, too many for me to list here.
Please do not say this is NOT happening when it certainly IS happening. Not group dungeons, public dungeons. I ask them why not group dungeon or trial and they tell me these locations are faster and produce a better return.
It is more evident in Public dungeons than delves.
Try using the dolmen in Alik'r Desert it is so crowded one is fortunate to see the boss. Between 20 and 30 people cycling with the three dolmen. They spam the chat with x, y, z, posts making conversation in that zone impossible.
Since this leveling process is an issue for more than myself, have the conversation in chat to see this, it seems that a 50-level scroll would remove the need.
(We still have an issue with those that speed to the level 50, gaining instant CP, being bored because there is nothing challenging them once they get there. Other than wanting one character for each alliance for PvP, I do not understand why this is done.)
I do not know why one would kill 'everything' for a lead. I do not recall getting a lead from anything other than bosses, chests, or nodes. Maybe a lead from a trash mob is very rare?
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
Yes the experience awarded is not good. The rewards are not good either. But, remember, I asked the players who were doing this, 'what benefits do you gain.' They replied, 'experience.' This is what they told me. You may have other ideas; however, I only have the reasons provided to me by the players I encountered.
I am not addressing players that go through a dungeon alone to get a 'thing' or complete an achievement.
I am addressing the groups that run through dungeons (Public and Delves,) dark anchors, and quest areas killing everything in a rinse-repeat fashion. I understand there are some bad actors in the gaming world. There are those that are have poor game ethics. I do try to ignore the kind that are disruptive. It is very frustrating to have this behavior about you when you are running a quest or trying to experience the dungeon.
Why am I in Alik'r? Because there are quests there. Because my questline leads me there. What if I want to experience the Dolmen fight? Am I not allowed to desire a proper game play rather than a 'ganking' of locations? There is a game at the base of all this leveling and farming. I just want to play the game.
What other reason would there be for a high end character have to speed run through low end dungeons? If the reasons are brought into the light, they can be addressed as well. Other than the Auri-El Metal Carvings what mythic leads come from trash mobs? Perhaps we can ask the devs to change how leads are provided so questing players are not competing with antiquity players.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
Yes the experience awarded is not good. The rewards are not good either. But, remember, I asked the players who were doing this, 'what benefits do you gain.' They replied, 'experience.' This is what they told me. You may have other ideas; however, I only have the reasons provided to me by the players I encountered.
I am not addressing players that go through a dungeon alone to get a 'thing' or complete an achievement.
I am addressing the groups that run through dungeons (Public and Delves,) dark anchors, and quest areas killing everything in a rinse-repeat fashion. I understand there are some bad actors in the gaming world. There are those that are have poor game ethics. I do try to ignore the kind that are disruptive. It is very frustrating to have this behavior about you when you are running a quest or trying to experience the dungeon.
Why am I in Alik'r? Because there are quests there. Because my questline leads me there. What if I want to experience the Dolmen fight? Am I not allowed to desire a proper game play rather than a 'ganking' of locations? There is a game at the base of all this leveling and farming. I just want to play the game.
What other reason would there be for a high end character have to speed run through low end dungeons? If the reasons are brought into the light, they can be addressed as well. Other than the Auri-El Metal Carvings what mythic leads come from trash mobs? Perhaps we can ask the devs to change how leads are provided so questing players are not competing with antiquity players.
I'm sorry, but are you suggesting that higher level players should not have a reason to be anywhere in overland? That is remove all leads, dailies and such that make higher level players revisit old areas? I'm a solo player mostly (if I do groups, I PUG), but this is an MMO after all.
Our experience must be very different, but in all my time playing this game (5 years) I do not remember groups of players running through public dungeons and especially delves. Why would they need to group there? Except a couple of group events in newer public dungeons everything is reasonably doable there solo or with a companion.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
Yes the experience awarded is not good. The rewards are not good either. But, remember, I asked the players who were doing this, 'what benefits do you gain.' They replied, 'experience.' This is what they told me. You may have other ideas; however, I only have the reasons provided to me by the players I encountered.
I am not addressing players that go through a dungeon alone to get a 'thing' or complete an achievement.
I am addressing the groups that run through dungeons (Public and Delves,) dark anchors, and quest areas killing everything in a rinse-repeat fashion. I understand there are some bad actors in the gaming world. There are those that are have poor game ethics. I do try to ignore the kind that are disruptive. It is very frustrating to have this behavior about you when you are running a quest or trying to experience the dungeon.
Why am I in Alik'r? Because there are quests there. Because my questline leads me there. What if I want to experience the Dolmen fight? Am I not allowed to desire a proper game play rather than a 'ganking' of locations? There is a game at the base of all this leveling and farming. I just want to play the game.
What other reason would there be for a high end character have to speed run through low end dungeons? If the reasons are brought into the light, they can be addressed as well. Other than the Auri-El Metal Carvings what mythic leads come from trash mobs? Perhaps we can ask the devs to change how leads are provided so questing players are not competing with antiquity players.
I'm sorry, but are you suggesting that higher level players should not have a reason to be anywhere in overland? That is remove all leads, dailies and such that make higher level players revisit old areas? I'm a solo player mostly (if I do groups, I PUG), but this is an MMO after all.
Our experience must be very different, but in all my time playing this game (5 years) I do not remember groups of players running through public dungeons and especially delves. Why would they need to group there? Except a couple of group events in newer public dungeons everything is reasonably doable there solo or with a companion.
I am not suggesting high level players avoid overland. I am looking for a solution that would allow the groups to get what they need without disrupting questing and exploring of other players.
(To be clear with my position: MMO does not equal Groups. That would be a Co-op)
Everyone plays differently, I understand this. I have played on and off since BETA. I have seen groups in these areas. I talked to some of them. The reasons range from 'I helping my buddy level so we can go to somewhere' to 'our guilds do these runs regularly so get over it.'
My goal in having this conversation is to find a solution that be satisfying to all parties involved. Perhaps setting Delves and Public dungeons as instances is the answer. While this won't stop mob wrangling topside, it would help with the frustrations of having foes killed out from under a player and waiting for bosses to spawn only to have them one-hit again.
ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
Yes the experience awarded is not good. The rewards are not good either. But, remember, I asked the players who were doing this, 'what benefits do you gain.' They replied, 'experience.' This is what they told me. You may have other ideas; however, I only have the reasons provided to me by the players I encountered.
I am not addressing players that go through a dungeon alone to get a 'thing' or complete an achievement.
I am addressing the groups that run through dungeons (Public and Delves,) dark anchors, and quest areas killing everything in a rinse-repeat fashion. I understand there are some bad actors in the gaming world. There are those that are have poor game ethics. I do try to ignore the kind that are disruptive. It is very frustrating to have this behavior about you when you are running a quest or trying to experience the dungeon.
Why am I in Alik'r? Because there are quests there. Because my questline leads me there. What if I want to experience the Dolmen fight? Am I not allowed to desire a proper game play rather than a 'ganking' of locations? There is a game at the base of all this leveling and farming. I just want to play the game.
What other reason would there be for a high end character have to speed run through low end dungeons? If the reasons are brought into the light, they can be addressed as well. Other than the Auri-El Metal Carvings what mythic leads come from trash mobs? Perhaps we can ask the devs to change how leads are provided so questing players are not competing with antiquity players.
I'm sorry, but are you suggesting that higher level players should not have a reason to be anywhere in overland? That is remove all leads, dailies and such that make higher level players revisit old areas? I'm a solo player mostly (if I do groups, I PUG), but this is an MMO after all.
Our experience must be very different, but in all my time playing this game (5 years) I do not remember groups of players running through public dungeons and especially delves. Why would they need to group there? Except a couple of group events in newer public dungeons everything is reasonably doable there solo or with a companion.
I am not suggesting high level players avoid overland. I am looking for a solution that would allow the groups to get what they need without disrupting questing and exploring of other players.
(To be clear with my position: MMO does not equal Groups. That would be a Co-op)
Everyone plays differently, I understand this. I have played on and off since BETA. I have seen groups in these areas. I talked to some of them. The reasons range from 'I helping my buddy level so we can go to somewhere' to 'our guilds do these runs regularly so get over it.'
My goal in having this conversation is to find a solution that be satisfying to all parties involved. Perhaps setting Delves and Public dungeons as instances is the answer. While this won't stop mob wrangling topside, it would help with the frustrations of having foes killed out from under a player and waiting for bosses to spawn only to have them one-hit again.
colossalvoids wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
Yes the experience awarded is not good. The rewards are not good either. But, remember, I asked the players who were doing this, 'what benefits do you gain.' They replied, 'experience.' This is what they told me. You may have other ideas; however, I only have the reasons provided to me by the players I encountered.
I am not addressing players that go through a dungeon alone to get a 'thing' or complete an achievement.
I am addressing the groups that run through dungeons (Public and Delves,) dark anchors, and quest areas killing everything in a rinse-repeat fashion. I understand there are some bad actors in the gaming world. There are those that are have poor game ethics. I do try to ignore the kind that are disruptive. It is very frustrating to have this behavior about you when you are running a quest or trying to experience the dungeon.
Why am I in Alik'r? Because there are quests there. Because my questline leads me there. What if I want to experience the Dolmen fight? Am I not allowed to desire a proper game play rather than a 'ganking' of locations? There is a game at the base of all this leveling and farming. I just want to play the game.
What other reason would there be for a high end character have to speed run through low end dungeons? If the reasons are brought into the light, they can be addressed as well. Other than the Auri-El Metal Carvings what mythic leads come from trash mobs? Perhaps we can ask the devs to change how leads are provided so questing players are not competing with antiquity players.
I'm sorry, but are you suggesting that higher level players should not have a reason to be anywhere in overland? That is remove all leads, dailies and such that make higher level players revisit old areas? I'm a solo player mostly (if I do groups, I PUG), but this is an MMO after all.
Our experience must be very different, but in all my time playing this game (5 years) I do not remember groups of players running through public dungeons and especially delves. Why would they need to group there? Except a couple of group events in newer public dungeons everything is reasonably doable there solo or with a companion.
I am not suggesting high level players avoid overland. I am looking for a solution that would allow the groups to get what they need without disrupting questing and exploring of other players.
(To be clear with my position: MMO does not equal Groups. That would be a Co-op)
Everyone plays differently, I understand this. I have played on and off since BETA. I have seen groups in these areas. I talked to some of them. The reasons range from 'I helping my buddy level so we can go to somewhere' to 'our guilds do these runs regularly so get over it.'
My goal in having this conversation is to find a solution that be satisfying to all parties involved. Perhaps setting Delves and Public dungeons as instances is the answer. While this won't stop mob wrangling topside, it would help with the frustrations of having foes killed out from under a player and waiting for bosses to spawn only to have them one-hit again.
It might be some server/platform hyper specific issue but I suspect that's miscommunication mostly. Experience grinded elsewhere, most high end players are going brp and more casual ones skyreach catacombs, both group and solo. This "experience" explanation is mostly an indicator about people not wanting to waste xp piñata's standing around while you're farming for a lead, doing it for fun or anything else that fly. Ayleid ruins are farmed for expensive plans, that makes sense and not likely to change in any way.
One that can be solved is anchor exp making it obsolete but that's making helping players in low populated zones unlikely in a process. It's not good because raw exp also, but because it's semi-afk way to do so. There's some anti afk measures but still those are negated by grouping and couple heals thrown around, or health regen on ult CP one point wonder node. It's a part of mmo nature and a habit, surely many would love trains to go but that's probably not a high priority for them to tackle.
colossalvoids wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »ESO_player123 wrote: »
A bit no to that. If a player does not want to use CP they already have an option to not assign points.
Yes, they could. I am playing a character that is not using CP to boost combat or survival. It is not easy to avoid using advantages that are at the hand.
How would you address the issue of some players getting built up in power to the point of over-powering the game content?
Whatever the solution to easy overland will be, making CP not account wide is not it. No one is going to slow level 12 toons before they can truly join harder content. I big draw of ESO is that a player can create multiply toons to their specification/background story/whatever drives a player to create yet another toon. If I had to slow level all my 13(?) toons to where I'm right know 2.8k + CP, I would simply have never done that and quit the game a long time ago.
I think I do not understand the need to create extra characters only to speed level. If this is, indeed, a thing players do, Let us purchase raw character levels in the crown store. Then there would be no need to disrupt those playing in overland (opposed to those that are just speed-leveling through it.) Is that something you could agree with? A scroll of instant level 50 for your new character? To balance that, perhaps offer a character reset scroll that would return a character to point zero as if newly created. (I like this idea as I do delete and create characters to have a fresh play through experience.)
No. Enough of stuff is sold in Crown Store already. No need to give level 50 for real money. Besides, people create alts for various reasons, but I doubt "speed leveling" is one of those reasons.
Also, I think that making CP non account wide will not solve your issue with high level players coming and one shotting whatever you are fighting. People would make less alts and stick to one toon only and level only it. So, you still will be seeing 2k + players next to you.
What if instead of selling it in the crown store, it is sold for gold at the specialty markets in game?
I am not saying the speed leveling is a reason to create an alt. I am saying that the reason there is speed leveling is BECAUSE people create new characters and want them to be at the same level is their old characters.
Leveling to 50 is not difficult with all the events and double XP scrolls. No need to sell it for any currency.
I do not understand what this "speed leveling" you are talking about has to do with your issue of high level players interfering with your kills. One toon with 2K+ CP or many alts with same 2K+ CP does not affect your issue. A player can play only one character at a time, so you are going to see 2K+ CP next to you all the same.
Perhaps you do not understand because you are not familiar with the term. I didn't create the term, so allow me to define it as I understand it. Speed runs done for the experience. Usually one CP2k+ player dragging lower level characters through delve, public dungeons, and Dark Anchors. How it regards interference with standard play is that the high level player kills everything quickly. Agroing everything in the dungeon or in the quest area to kill with AOE at once. This leaves the quest field or dungeon empty of foes. One must wait 5 minutes for bosses to spawn again. By that time, in dungeons, the group has rotated back. Anything I am fighting is one-hit. Boss is one-hit. Dark Anchors last only a few seconds. If it were possible to purchase a 50-level scroll, there would be no need to farm experience in the overland standard play areas with an over-powered leading a group.
I ask these folks why they do this. Their response is 'speed leveling' alts so they can play more challenging content sooner. A level scroll would eliminate the need to being in lower level areas as they would have instant leveling.
You mentioned only delves, public dungeons, and Dark Anchors, so I will talk only about them in my response.
Gaining experience through public dungeons and delves is slow comparing to other methods. So, most likely, if you see a 2K+ CP player one shotting everything, they are on their way to a boss because they want a lead or doing a daily (in a newer area). Unless someone in doing rounds in Glenumbra public dungeon. Then, they are farming a lead from trash mobs.
The main place for speed leveling at Dark anchors is Alik'r. If you do not want speed level your toon, why are you there? There are many other places to do Dark Anchors if you want to do them slow.
If the need to level alts to 50 is eliminated, there will be other reasons to speed through the areas you mentioned.
Yes the experience awarded is not good. The rewards are not good either. But, remember, I asked the players who were doing this, 'what benefits do you gain.' They replied, 'experience.' This is what they told me. You may have other ideas; however, I only have the reasons provided to me by the players I encountered.
I am not addressing players that go through a dungeon alone to get a 'thing' or complete an achievement.
I am addressing the groups that run through dungeons (Public and Delves,) dark anchors, and quest areas killing everything in a rinse-repeat fashion. I understand there are some bad actors in the gaming world. There are those that are have poor game ethics. I do try to ignore the kind that are disruptive. It is very frustrating to have this behavior about you when you are running a quest or trying to experience the dungeon.
Why am I in Alik'r? Because there are quests there. Because my questline leads me there. What if I want to experience the Dolmen fight? Am I not allowed to desire a proper game play rather than a 'ganking' of locations? There is a game at the base of all this leveling and farming. I just want to play the game.
What other reason would there be for a high end character have to speed run through low end dungeons? If the reasons are brought into the light, they can be addressed as well. Other than the Auri-El Metal Carvings what mythic leads come from trash mobs? Perhaps we can ask the devs to change how leads are provided so questing players are not competing with antiquity players.
I'm sorry, but are you suggesting that higher level players should not have a reason to be anywhere in overland? That is remove all leads, dailies and such that make higher level players revisit old areas? I'm a solo player mostly (if I do groups, I PUG), but this is an MMO after all.
Our experience must be very different, but in all my time playing this game (5 years) I do not remember groups of players running through public dungeons and especially delves. Why would they need to group there? Except a couple of group events in newer public dungeons everything is reasonably doable there solo or with a companion.
I am not suggesting high level players avoid overland. I am looking for a solution that would allow the groups to get what they need without disrupting questing and exploring of other players.
(To be clear with my position: MMO does not equal Groups. That would be a Co-op)
Everyone plays differently, I understand this. I have played on and off since BETA. I have seen groups in these areas. I talked to some of them. The reasons range from 'I helping my buddy level so we can go to somewhere' to 'our guilds do these runs regularly so get over it.'
My goal in having this conversation is to find a solution that be satisfying to all parties involved. Perhaps setting Delves and Public dungeons as instances is the answer. While this won't stop mob wrangling topside, it would help with the frustrations of having foes killed out from under a player and waiting for bosses to spawn only to have them one-hit again.
It might be some server/platform hyper specific issue but I suspect that's miscommunication mostly. Experience grinded elsewhere, most high end players are going brp and more casual ones skyreach catacombs, both group and solo. This "experience" explanation is mostly an indicator about people not wanting to waste xp piñata's standing around while you're farming for a lead, doing it for fun or anything else that fly. Ayleid ruins are farmed for expensive plans, that makes sense and not likely to change in any way.
One that can be solved is anchor exp making it obsolete but that's making helping players in low populated zones unlikely in a process. It's not good because raw exp also, but because it's semi-afk way to do so. There's some anti afk measures but still those are negated by grouping and couple heals thrown around, or health regen on ult CP one point wonder node. It's a part of mmo nature and a habit, surely many would love trains to go but that's probably not a high priority for them to tackle.
If the problem is leads, which no one mentioned to me as that being their activity, but if that is the issue, then the perhaps problem can be resolved by addressing where the leads appear.
"ESO_player123 wrote:Leads are one of the ways to entice long term players to revisit old content. Where do you propose to put them instead?