I only read the OP, but level scaling will only apply to the DLC's (atleast for now).
AUA Question: You said new DLC in Tamriel Unlimited will scale to the player level allowing the player to play the new content regardless of where they are in the leveling experience. Is there any plan to bring this mechanic to the game as a whole?
Matt Firor Response: We have definitely talked about this, but it would be a huge change to the game, and one that would require a major effort to adjust leveling rewards (loot cadence/levels, etc.). We'll keep this on the back-burner for now.
This is the way PVE in Cyrodiil has existed for 10 months. But what do I know, I've only just played it.
Scan through my post history. I am an Imperial Edition (statue) owner. I was hoping/banking that it was going to be better than it was. I defended it. And then I got stuck multiple times with broken quests. I resubbed a month or two ago. It was better, but they still have many things that need to be looked at. Frankly it wasn't worth $15 even in it's current conditions. It'll go B2P and I'll try it again but I have experienced said issues and while they are better, they aren't the permanent solution.
You having played it should want for better for your games.
Level scaling isn't it. And while I'm not saying they won't find a good way to do it.. like the post above clearly stated, I'm not going to bank on it. ZOS' issues are fundamental to the system. For the same reason they put factions together that shouldn't be together and they've just done whatever they wanted with the Elder Scrolls IP.
All games have warts and I don't go into them expecting them to nail every aspect. Over the past year I've played Archeage, LOTRO, GW2, SWTOTR, WOW's WOD expansion, but I keep coming back to ESO and especially Cyrodiil.
It satisfies me, warts and all, which considering where we are, it's a hell of an admission to make... imagine that, satisfaction playing an imperfect game! There goes what mmorpg.com cred I had.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Never ever EVER scale DOWN! All feeling of progression: LOST! Oblivion rat-scaling syndrome all over again!
Actually, don't do either, just add a mentor group system.
Being able to scale down to the zone is one of the things I really like about GW2. All feelings of my progression are still there as I have the perks from my gear and weapons. Also it spreads out the player base, which reduces lag in max zones.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I think developers are started to realize more and more that levels do nothing to help the game.
Players like and need progression, yes. But levels have become this arbitrary thing that you have to do before you can do the real stuff. And you're ending up with hundreds of hours of content "wasted" on something a large part of the player base see as something they just have to get past as fast as they can.
I think the key going forward in new MMORPGs is making players feel like they have started "end game" the moment their character sets foot into the world.
Levels are just an old fashioned concept that don't really have a place anymore, at least not in a game that never ends like MMOs do. This is why the single player ES games don't gate content by level. Because what sense does having an open world make when you can only do part of it, and then when you finally can do all of it most of it has become trivial?
Imagine an MMO where the entire world was open to you right from the beginning. And the only thing stopping you was your willingness to explore. Yes, some things might still be harder depending on the strength of your character but there wouldn't be any automatic
"you lose because he was lvl 50 and you're lvl 40" scenario.
More like
"the emerald dragon killed you. Because you're a brand new Paladin with one piece of tattered leather armor, a weak heal spell you barely know how to use, and a rusty sword... and he's a friggen dragon!"
Never ever EVER scale DOWN! All feeling of progression: LOST! Oblivion rat-scaling syndrome all over again!
Actually, don't do either, just add a mentor group system.
Being able to scale down to the zone is one of the things I really like about GW2. All feelings of my progression are still there as I have the perks from my gear and weapons. Also it spreads out the player base, which reduces lag in max zones.
I can't agree more, it's rather silly to go one shotting everything anyways. I mean, people talk immersion all the time. It's not exactly immersive to think that a wolf can sit there attacking me forever and literally have no chance of killing me even if I stand still simply because I am just soooo powerful compared to him. But of course, another wolf can insta kill me because... well he's a magic powerful wolf! (aka higher level)
Makes more sense that a wolf might terrify a new adventuerer and kill him pretty easily especially if caught off guard. But a seasoned fighter would dispatch a wolf fairly easy by comparison particularly if he's prepared for the fight. But a pack of wolves might still prove a challenge.
And that is exactly how it works in GW2. When I take my 80 into lvl 1 zones, I don't feel like a lvl 1 again. I feel pretty strong but I am not just insta killing everything in site. It's still fun especially if you want to hit up some content you missed and do something a little less stressful than some of the harder zones yet still have a chance at appropriate rewards.
I think developers are started to realize more and more that levels do nothing to help the game.
Players like and need progression, yes. But levels have become this arbitrary thing that you have to do before you can do the real stuff. And you're ending up with hundreds of hours of content "wasted" on something a large part of the player base see as something they just have to get past as fast as they can.
I think the key going forward in new MMORPGs is making players feel like they have started "end game" the moment their character sets foot into the world.
Levels are just an old fashioned concept that don't really have a place anymore, at least not in a game that never ends like MMOs do. This is why the single player ES games don't gate content by level. Because what sense does having an open world make when you can only do part of it, and then when you finally can do all of it most of it has become trivial?
Imagine an MMO where the entire world was open to you right from the beginning. And the only thing stopping you was your willingness to explore. Yes, some things might still be harder depending on the strength of your character but there wouldn't be any automatic
"you lose because he was lvl 50 and you're lvl 40" scenario.
More like
"the emerald dragon killed you. Because you're a brand new Paladin with one piece of tattered leather armor, a weak heal spell you barely know how to use, and a rusty sword... and he's a friggen dragon!"
So... you'd still have levels, only you wouldn't be able to see them?
That emerald dragon would still have a level of difficulty added to it, only you wouldn't be able to see it.
I fail to see anything good come out of that.
And single player ES games don't gate content by level? Did you play Elder Scrolls 3: Morrowind?
Good luck walking somewhere you shouldn't in Morrowind.
While not without its faults, that was the last Elder Scrolls game where exploration had a feeling of danger added to it.
What is exploration without danger? Why should people just faceroll every dungeon they come across? That sounds like an awfully boring game to me.
Dumbing down games, while developers love it since it means less development time (e.g. coming up with leveled lists etc), is not a good idea from the perspective of consumer (especially if you're an intelligent one).
Never ever EVER scale DOWN! All feeling of progression: LOST! Oblivion rat-scaling syndrome all over again!
Actually, don't do either, just add a mentor group system.
Being able to scale down to the zone is one of the things I really like about GW2. All feelings of my progression are still there as I have the perks from my gear and weapons. Also it spreads out the player base, which reduces lag in max zones.
I can't agree more, it's rather silly to go one shotting everything anyways. I mean, people talk immersion all the time. It's not exactly immersive to think that a wolf can sit there attacking me forever and literally have no chance of killing me even if I stand still simply because I am just soooo powerful compared to him. But of course, another wolf can insta kill me because... well he's a magic powerful wolf! (aka higher level)
Makes more sense that a wolf might terrify a new adventuerer and kill him pretty easily especially if caught off guard. But a seasoned fighter would dispatch a wolf fairly easy by comparison particularly if he's prepared for the fight. But a pack of wolves might still prove a challenge.
And that is exactly how it works in GW2. When I take my 80 into lvl 1 zones, I don't feel like a lvl 1 again. I feel pretty strong but I am not just insta killing everything in site. It's still fun especially if you want to hit up some content you missed and do something a little less stressful than some of the harder zones yet still have a chance at appropriate rewards.
I agree with you and Octagon. The beauty behind the GW2 system is that it allows you to explore the whole world map without trivializing the content. Not to mention the drops are still appropriate for your actual level thus even further making the exploration a non-time waster. I hope ZOS does something similar with ESO.
this is obvious look at darkfall for instance. It the best game in its genre. Open world sanbox full loot pvp. there are no levels So for an example a player who just started playing can go out into the world and pve or pvp or do what ever with a vet player.
not like your average mmo where as you level up you leave the content you played behind and really never have a reason to go back to, and the devs just give you pointless expansions of level increase with same stuff of raid mobs and dungeons. Its old and its boring.
Darkfall Revolutionzed this idea in the way it presented itself in darkfall 1 and now they have made darkfall unholy wars. this is a company who really doesnt get the credit they deserve. Even though other developers are quietly noticing the change effect and are starting to go a new route.
The transition is happening now so go check out Darkfall !!!
A new trial system is coming out thats like Free to play with limitiations until your sub but techinally u could buy Game time with gold .
Never ever EVER scale DOWN! All feeling of progression: LOST! Oblivion rat-scaling syndrome all over again!
Actually, don't do either, just add a mentor group system.
Being able to scale down to the zone is one of the things I really like about GW2. All feelings of my progression are still there as I have the perks from my gear and weapons. Also it spreads out the player base, which reduces lag in max zones.
I can't agree more, it's rather silly to go one shotting everything anyways. I mean, people talk immersion all the time. It's not exactly immersive to think that a wolf can sit there attacking me forever and literally have no chance of killing me even if I stand still simply because I am just soooo powerful compared to him. But of course, another wolf can insta kill me because... well he's a magic powerful wolf! (aka higher level)
Makes more sense that a wolf might terrify a new adventuerer and kill him pretty easily especially if caught off guard. But a seasoned fighter would dispatch a wolf fairly easy by comparison particularly if he's prepared for the fight. But a pack of wolves might still prove a challenge.
And that is exactly how it works in GW2. When I take my 80 into lvl 1 zones, I don't feel like a lvl 1 again. I feel pretty strong but I am not just insta killing everything in site. It's still fun especially if you want to hit up some content you missed and do something a little less stressful than some of the harder zones yet still have a chance at appropriate rewards.
I agree with you and Octagon. The beauty behind the GW2 system is that it allows you to explore the whole world map without trivializing the content. Not to mention the drops are still appropriate for your actual level thus even further making the exploration a non-time waster. I hope ZOS does something similar with GW2.
This is just plain dumb. If I want to run with my lower level friends.. I just roll an alt. The idea that I just defeated a GOD and then go back to a lower level zone and struggle to handle a couple of lower level zombies is absurd. I absolutely HATED the level scaling in GW2. It was the sole reason I stopped playing the game. Maybe I'm in the minority but if this game turns to the GW2 scaling system outside of PVP or instanced dungeons... that'll be it for me. Which is sad because I played beta.. and have subbed from day one and still do.
If you never went back to lower level zones because you jus defeated a god then th scaling doesn't affect you anyway, and your friend is say level 30, you can't just roll a levl 30 alt.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Originally posted by Bladestrom If you never went back to lower level zones because you jus defeated a god then th scaling doesn't affect you anyway, and your friend is say level 30, you can't just roll a levl 30 alt.
You do end up going back to lower levels for multiple reasons:
1. Farming crafting materials.
2. Your faction's starting town will be in the lower level.
3. Skyshard farming
4. Lore book hunting.
There are more reasons.. but my point is... when I go back.. after completing the game... i'm going have to run from a herd of ass kicking mud crabs?? I mean... no matter how much work I put in.. I will always struggle to deal with a herd of mud crabs?? Seriously? That's sooo lame man.
** my herd of mud crabs example is a bit exaggerated.. but you get my point.
How would everyone feel if the DLC they release is instanced for solo or group play and they no longer expand the world of Tamriel? No more world exploring , no more public dungeons etc.. Just queue up a DLC zone and go.
How would everyone feel if the DLC they release is instanced for solo or group play and they no longer expand the world of Tamriel? No more world exploring , no more public dungeons etc.. Just queue up a DLC zone and go.
That would be a big mistake IMO.
How would I feel? Shit on. That would be the absolute worst approach they could take IMO.
Pretty obvious motivation: They want to sell one thing to everyone in the cash shop. It has nothing to do with philosophy and everything to do with making it easier to cash in with DLCs. If the new content was level gated they'd have to wait for the console crowd to catch up to the PC crowd, etc.
Well jack, what's the point of going back to an early zone if it's all 1 shots able - thats no fun, you would be as well simply clicking a button on your ui called 'loot zone'. This need to win and be overpowered has been learned from somewhere.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
As for the kick ass crabs in that low zone, since you have a massive range of skills it should be easy to control those mobs and use personal skill and skill choice to slaughter them- that's a lot more fun than aoeing them for 1 million hp.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Originally posted by ohioastro Pretty obvious motivation: They want to sell one thing to everyone in the cash shop. It has nothing to do with philosophy and everything to do with making it easier to cash in with DLCs. If the new content was level gated they'd have to wait for the console crowd to catch up to the PC crowd, etc.
Console is going to be on their own servers aren't they? Why would they need to worry about them catching up to people they'll never see?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
If the DLC is for level 50 and most players arent 50 yet how much will they sell?
He does mean something else. For now, scaling will be used for DLC's only. The original game will remain unchanged for the time being since it would take a monumental effort to change everything. Apparently my last post in this thread was missed, but Matt Firor clearly stated in the AUA that scaling is for DLC's only.
AUA Question: You said new DLC in Tamriel Unlimited will scale to the player level allowing the player to play the new content regardless of where they are in the leveling experience. Is there any plan to bring this mechanic to the game as a whole?
Matt Firor Response: We have definitely talked about this, but it would be a huge change to the game, and one that would require a major effort to adjust leveling rewards (loot cadence/levels, etc.). We'll keep this on the back-burner for now.
"I think the days of gating content by level are probably behind us."
A little late to the party arent ya Paul? Most of us already know this.
This is why I believe many Game Devs arent really "Gamers". They dont play games. They just program
If they had actually played any games they would have realized this (like the rest of us Gamers) long ago.
Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT Playing: Skyrim Following: The Repopulation I want a Virtual World, not just a Game. ITS TOO HARD! - Matt Firor (ZeniMax)
Originally posted by ohioastro Pretty obvious motivation: They want to sell one thing to everyone in the cash shop. It has nothing to do with philosophy and everything to do with making it easier to cash in with DLCs. If the new content was level gated they'd have to wait for the console crowd to catch up to the PC crowd, etc.
Console is going to be on their own servers aren't they? Why would they need to worry about them catching up to people they'll never see?
They need to worry about being able to sell one encounter to audiences that are at different progression stages.
So, they can design a new zone - and no matter what the relative mean character levels are on PC and console, both audiences buy the same thing and use it at the same time. I think that this is the beginning and the end of the reason why they're moving away from level-gated content.
Originally posted by Bladestrom As for the kick ass crabs in that low zone, since you have a massive range of skills it should be easy to control those mobs and use personal skill and skill choice to slaughter them- that's a lot more fun than aoeing them for 1 million hp.
Well... Blade... we can agree to disagree. For me... it's lame to have to cycle through rotations on some lame starter zone mob for the 1 millionth time after finishing the game... and running end game content with real mechanics. Yet.. here we go.. through a starter zone... getting pummeled by starter mobs. That's friggen stupid and lame.
And please read my last post again to understand why you go through the starter zones again. I think it's pretty clear. And YES.. I would love to AOE them for a million damage get what I came there for and leave. I prefer the end game mobs (with better mechanics) and PVP for working on my rotations. Not some stupid guar, mud crab, or bull netch from the starter zone.
Obviously you are still playing that turd sandwich GW2 which is great for you... but I'm not and never will be on board with their system of gimping my hero just because the zone is lvl 2. It's immersion breaking and lame. I maxed out a thief in that game and was incredible annoyed with going back to the low levels even with maxed out crafted gear and skills.
Originally posted by Bladestrom As for the kick ass crabs in that low zone, since you have a massive range of skills it should be easy to control those mobs and use personal skill and skill choice to slaughter them- that's a lot more fun than aoeing them for 1 million hp.
Well... Blade... we can agree to disagree. For me... it's lame to have to cycle through rotations on some lame starter zone mob for the 1 millionth time after finishing the game... and running end game content with real mechanics. Yet.. here we go.. through a starter zone... getting pummeled by starter mobs. That's friggen stupid and lame.
And please read my last post again to understand why you go through the starter zones again. I think it's pretty clear. And YES.. I would love to AOE them for a million damage get what I came there for and leave. I prefer the end game mobs (with better mechanics) and PVP for working on my rotations. Not some stupid guar, mud crab, or bull netch from the starter zone.
Obviously you are still playing that turd sandwich GW2 which is great for you... but I'm not and never will be on board with their system of gimping my hero just because the zone is lvl 2. It's immersion breaking and lame. I maxed out a thief in that game and was incredible annoyed with going back to the low levels even with maxed out crafted gear and skills.
To each their own.
It seems to me you just want trivialized content without any challenge.
If you already did everything you needed to do within that area, then you wouldn't have to go back there in the first place, so that's where your argument fails. It's probably not meant for you. It could be tailored for players that want to play with friends, or for players that want to complete tasks within a zone.
Your bias against GW2 just shows how ridiculous you sound. Who said Zenimax was going to do the same thing as them? They will probably have a different approach, and it might even be better. You're already knocking it before you try it.
Comments
I only read the OP, but level scaling will only apply to the DLC's (atleast for now).
AUA Question: You said new DLC in Tamriel Unlimited will scale to the player level allowing the player to play the new content regardless of where they are in the leveling experience. Is there any plan to bring this mechanic to the game as a whole?
Matt Firor Response: We have definitely talked about this, but it would be a huge change to the game, and one that would require a major effort to adjust leveling rewards (loot cadence/levels, etc.). We'll keep this on the back-burner for now.
Scale UP!
Never ever EVER scale DOWN! All feeling of progression: LOST! Oblivion rat-scaling syndrome all over again!
Actually, don't do either, just add a mentor group system.
All games have warts and I don't go into them expecting them to nail every aspect. Over the past year I've played Archeage, LOTRO, GW2, SWTOTR, WOW's WOD expansion, but I keep coming back to ESO and especially Cyrodiil.
It satisfies me, warts and all, which considering where we are, it's a hell of an admission to make... imagine that, satisfaction playing an imperfect game! There goes what mmorpg.com cred I had.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Being able to scale down to the zone is one of the things I really like about GW2. All feelings of my progression are still there as I have the perks from my gear and weapons. Also it spreads out the player base, which reduces lag in max zones.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I think developers are started to realize more and more that levels do nothing to help the game.
Players like and need progression, yes. But levels have become this arbitrary thing that you have to do before you can do the real stuff. And you're ending up with hundreds of hours of content "wasted" on something a large part of the player base see as something they just have to get past as fast as they can.
I think the key going forward in new MMORPGs is making players feel like they have started "end game" the moment their character sets foot into the world.
Levels are just an old fashioned concept that don't really have a place anymore, at least not in a game that never ends like MMOs do. This is why the single player ES games don't gate content by level. Because what sense does having an open world make when you can only do part of it, and then when you finally can do all of it most of it has become trivial?
Imagine an MMO where the entire world was open to you right from the beginning. And the only thing stopping you was your willingness to explore. Yes, some things might still be harder depending on the strength of your character but there wouldn't be any automatic
"you lose because he was lvl 50 and you're lvl 40" scenario.
More like
"the emerald dragon killed you. Because you're a brand new Paladin with one piece of tattered leather armor, a weak heal spell you barely know how to use, and a rusty sword... and he's a friggen dragon!"
I can't agree more, it's rather silly to go one shotting everything anyways. I mean, people talk immersion all the time. It's not exactly immersive to think that a wolf can sit there attacking me forever and literally have no chance of killing me even if I stand still simply because I am just soooo powerful compared to him. But of course, another wolf can insta kill me because... well he's a magic powerful wolf! (aka higher level)
Makes more sense that a wolf might terrify a new adventuerer and kill him pretty easily especially if caught off guard. But a seasoned fighter would dispatch a wolf fairly easy by comparison particularly if he's prepared for the fight. But a pack of wolves might still prove a challenge.
And that is exactly how it works in GW2. When I take my 80 into lvl 1 zones, I don't feel like a lvl 1 again. I feel pretty strong but I am not just insta killing everything in site. It's still fun especially if you want to hit up some content you missed and do something a little less stressful than some of the harder zones yet still have a chance at appropriate rewards.
So... you'd still have levels, only you wouldn't be able to see them?
That emerald dragon would still have a level of difficulty added to it, only you wouldn't be able to see it.
I fail to see anything good come out of that.
And single player ES games don't gate content by level? Did you play Elder Scrolls 3: Morrowind?
Good luck walking somewhere you shouldn't in Morrowind.
While not without its faults, that was the last Elder Scrolls game where exploration had a feeling of danger added to it.
What is exploration without danger? Why should people just faceroll every dungeon they come across? That sounds like an awfully boring game to me.
Dumbing down games, while developers love it since it means less development time (e.g. coming up with leveled lists etc), is not a good idea from the perspective of consumer (especially if you're an intelligent one).
I agree with you and Octagon. The beauty behind the GW2 system is that it allows you to explore the whole world map without trivializing the content. Not to mention the drops are still appropriate for your actual level thus even further making the exploration a non-time waster. I hope ZOS does something similar with ESO.
"If I offended you, you needed it" -Corey Taylor
this is obvious look at darkfall for instance. It the best game in its genre. Open world sanbox full loot pvp. there are no levels So for an example a player who just started playing can go out into the world and pve or pvp or do what ever with a vet player.
not like your average mmo where as you level up you leave the content you played behind and really never have a reason to go back to, and the devs just give you pointless expansions of level increase with same stuff of raid mobs and dungeons. Its old and its boring.
Darkfall Revolutionzed this idea in the way it presented itself in darkfall 1 and now they have made darkfall unholy wars. this is a company who really doesnt get the credit they deserve. Even though other developers are quietly noticing the change effect and are starting to go a new route.
The transition is happening now so go check out Darkfall !!!
A new trial system is coming out thats like Free to play with limitiations until your sub but techinally u could buy Game time with gold .
This is just plain dumb. If I want to run with my lower level friends.. I just roll an alt. The idea that I just defeated a GOD and then go back to a lower level zone and struggle to handle a couple of lower level zombies is absurd. I absolutely HATED the level scaling in GW2. It was the sole reason I stopped playing the game. Maybe I'm in the minority but if this game turns to the GW2 scaling system outside of PVP or instanced dungeons... that'll be it for me. Which is sad because I played beta.. and have subbed from day one and still do.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
You do end up going back to lower levels for multiple reasons:
1. Farming crafting materials.
2. Your faction's starting town will be in the lower level.
3. Skyshard farming
4. Lore book hunting.
There are more reasons.. but my point is... when I go back.. after completing the game... i'm going have to run from a herd of ass kicking mud crabs?? I mean... no matter how much work I put in.. I will always struggle to deal with a herd of mud crabs?? Seriously? That's sooo lame man.
** my herd of mud crabs example is a bit exaggerated.. but you get my point.
How would everyone feel if the DLC they release is instanced for solo or group play and they no longer expand the world of Tamriel? No more world exploring , no more public dungeons etc.. Just queue up a DLC zone and go.
That would be a big mistake IMO.
How would I feel? Shit on. That would be the absolute worst approach they could take IMO.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
Console is going to be on their own servers aren't they? Why would they need to worry about them catching up to people they'll never see?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think he means something else.
If the DLC is for level 50 and most players arent 50 yet how much will they sell?
He does mean something else. For now, scaling will be used for DLC's only. The original game will remain unchanged for the time being since it would take a monumental effort to change everything. Apparently my last post in this thread was missed, but Matt Firor clearly stated in the AUA that scaling is for DLC's only.
AUA Question: You said new DLC in Tamriel Unlimited will scale to the player level allowing the player to play the new content regardless of where they are in the leveling experience. Is there any plan to bring this mechanic to the game as a whole?
Matt Firor Response: We have definitely talked about this, but it would be a huge change to the game, and one that would require a major effort to adjust leveling rewards (loot cadence/levels, etc.). We'll keep this on the back-burner for now.
"I think the days of gating content by level are probably behind us."
A little late to the party arent ya Paul? Most of us already know this.
This is why I believe many Game Devs arent really "Gamers". They dont play games. They just program
If they had actually played any games they would have realized this (like the rest of us Gamers) long ago.
Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR
Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT
Playing: Skyrim
Following: The Repopulation
I want a Virtual World, not just a Game.
ITS TOO HARD! - Matt Firor (ZeniMax)
They need to worry about being able to sell one encounter to audiences that are at different progression stages.
So, they can design a new zone - and no matter what the relative mean character levels are on PC and console, both audiences buy the same thing and use it at the same time. I think that this is the beginning and the end of the reason why they're moving away from level-gated content.
Well... Blade... we can agree to disagree. For me... it's lame to have to cycle through rotations on some lame starter zone mob for the 1 millionth time after finishing the game... and running end game content with real mechanics. Yet.. here we go.. through a starter zone... getting pummeled by starter mobs. That's friggen stupid and lame.
And please read my last post again to understand why you go through the starter zones again. I think it's pretty clear. And YES.. I would love to AOE them for a million damage get what I came there for and leave. I prefer the end game mobs (with better mechanics) and PVP for working on my rotations. Not some stupid guar, mud crab, or bull netch from the starter zone.
Obviously you are still playing that turd sandwich GW2 which is great for you... but I'm not and never will be on board with their system of gimping my hero just because the zone is lvl 2. It's immersion breaking and lame. I maxed out a thief in that game and was incredible annoyed with going back to the low levels even with maxed out crafted gear and skills.
To each their own.
It seems to me you just want trivialized content without any challenge.
If you already did everything you needed to do within that area, then you wouldn't have to go back there in the first place, so that's where your argument fails. It's probably not meant for you. It could be tailored for players that want to play with friends, or for players that want to complete tasks within a zone.
Your bias against GW2 just shows how ridiculous you sound. Who said Zenimax was going to do the same thing as them? They will probably have a different approach, and it might even be better. You're already knocking it before you try it.