follow the WoW pattern - zones by level, quests and quest lines, dungeons and pvp and crafting
follow the WoW pattern - zones by level, quests and quest lines, dungeons and pvp and crafting
@ausmack2014 So now, from the moment you put quests lines, levels, dungeons, pvp & crafting, it's a WoW-like. Damn, that's sad. Did you ever play WoW?
statement.ausmack2014 wrote: »I think I figured out what has been done with Elder Scrolls. It has been created as a World of Warcraft clone.
A Skyrim player told me it didn't have level scaling, not sure who to believe now.
Wow, and not World of warcraft wow.ausmack2014 wrote: »I think I figured out what has been done with Elder Scrolls. It has been created as a World of Warcraft clone.
A Skyrim player told me it didn't have level scaling, not sure who to believe now.
A Skyrim player told me it didn't have level scaling, not sure who to believe now.
Skyrim did but a few bosses were way harder unless you levelled some skills. Level scaling allows one to go where they want and do any quest in any area. Oblivion used the same formula but I'm sure morrowind didn't have scaling. To see scaling In action, kill a mob at level 1 and look at the loot, now kill the same areas mobs At level 10, they will be more dangerous mobs with way better loot. Fallout 3 and New Vegas also had level scaling.
If memory serves me right, city of Heroes had a level scaling, in a way, for world bosses/event bosses.
I can not remember exactly how it worked, but everyone could pitch in, and get rewards according to their level.
On the technical side, it's not actually hard. The basic idea is to instead of giving a fixed level value to mobs, you give them value "level". Level is then calculated for each mobs as they are visible to you, take level from player targeting+/- whatever algorithm you use to grant the stats to your mobs depending on their intended difficulty. The other even easier (in theory) is something like this:
If player.level=1, mob level =1, where each levels is following the levels already in place, but it just applied the stats for each players. For the damage to be calculated correctly, each mob is actually L50 (or max level in place), and the damages are calculated in %. So a L1 doing 10% damage to his L1 mob, applies a 10%dmg of the L50 mob (or less for balancing/difficulty issues).
I do like the way people always use WoW as a comparison. Normally when they slag off a game !
Please consider WoW is a decade old, it is still the highest money earning MMO ever made, it still has the largest subs number of any MMO, it is played in more countries than any other MMO.
As for the OPs comment of they chose to copy the WoW format, well yes... they did... as its pretty much the blueprint of any MMO and how an MMO works.
If by any chance you have an alternative(working) method of making an MMO I suggest you get some backing and make it, because you will make millions !
Another who is saying this is wow. Seriously go on wow then come back to eso... you will soon see the difference. yes there are aspects of the game, just like every other mmos, like they all have quests! lmao!
ausmack2014 wrote: »I think I figured out what has been done with Elder Scrolls. It has been created as a World of Warcraft clone.
It's more beautiful graphics-wise of course (although WoW has its own beauty) but in almost every other respect its the same.
I didn't play Skyrim that much because my pc at that time couldn't handle it very well, but from the little I managed to do I found it a beautiful world full of interesting places and things with a deep lore and enormous potential for character development; a challenge to play that pulled you along from place to place, town to town. But with ESO they seem to have decided not to branch out in a new direction for MMOs but rather follow the WoW pattern - zones by level, quests and quest lines, dungeons and pvp and crafting. In fact, if you gave WoW the same style of graphics as ESO, it would be difficult to tell them apart.
I have no problem with a game being created in the same style as one already in existence; the issues I have with ESO are unique to it. I won't go into them all -- you only have to read the forum threads to see what they are, and that would be repetitive. Which is what ESO has become for me. Repetitive and not terribly original. Which is a shame, as I really did have high expectations.
A Skyrim player told me it didn't have level scaling, not sure who to believe now.
Skyrim did but a few bosses were way harder unless you levelled some skills. Level scaling allows one to go where they want and do any quest in any area. Oblivion used the same formula but I'm sure morrowind didn't have scaling. To see scaling In action, kill a mob at level 1 and look at the loot, now kill the same areas mobs At level 10, they will be more dangerous mobs with way better loot. Fallout 3 and New Vegas also had level scaling.
Skyrim might have some level scaling but it was quite toned down. Or some kind of combination of fixed and scaled. At low levels trolls and mammoths tore you apart. Somewhere after lvl 30 you tore everything apart no matter what.
Oblivion had very high scaling on level. If you power leveled with non combat skills you soon found yourself getting your ass kicked by the most simple mobs.
Morrowind was leveled if I remember correctly. However you still had the freedom of exploration.
ausmack2014 wrote: »I think I figured out what has been done with Elder Scrolls. It has been created as a World of Warcraft clone.