How to ''unlock'' level based zones (exploration freedom)

Post » Thu Feb 20, 2014 3:21 pm

(''This will be another TES chapter..., but online...'' they said)

Hello TESO & TES series fans!!

We all know that the release of ESO is ''soon to be uppon us''...

...the DEVs did quite a good job on one side..., but on the other (the TES fan's side...?)...

...and as a TES game's exploration enthusiast (and there's a loooot of us...), i'm sad to say that what i've seen and heard about ESO so far..., it DID NOT convinced me ''as a TES fan'' for PvE at least.

...i will probably buy the game and play it for a month or two... but then...??

All TES fans play their TES game for ''multiple of hundreds of hours''... and are true loyal fans - they/we come back and play some more and more and more... until new TES game comes out... And so, the same way, they/we will play and continue playing ESO only if MORE TES FEATURES WILL BE INCLUDED IN THE GAME (the main features are the freedom of exploration and large frequency of random misc. quest and loot)

In ESO, spontaneous adventure and exploration freedom are VERY limited by ''level based zones'' (and the rarity of misc.quests) ?!

Why did they do this? (Because if one player is at level 5 and the another is at level 40, than enemy npc's at level 30, would be too easy for one and too hard for another...?)

(Or maybe because every player could then roam everywhere in his faction's territory, regardless his level...? - So what if we do?)

This breaks/limits the ''coop feature'' of MMO, and most of all it breaks the immersion of ''freedom'' (or at least the illusion of freedom).

PvE:

The simplest way of dealing with ''huge level differences'' in PvE, is: damage done/taken via percentage...

...(the same NPC, in a group PvE fight, gives the same percentage damage to health to every player, regardless to player's level)

...(of course higher leve players will have the advantage of higher/stronger atribute's armor's and skill's morphed abilities...)

So, would this eliminate the ''reason'' of level locked zones??

Or am i missing something?

WHAT ARE YOUR THOUGHTS & OPINION ABOUT THE ISSUE OF THIS TOPIC?

PvP:

Level based damage is necessary.

PATCHES:

They said that there will be constant add-ons and improvements to ESO (every4-8 weeks).

If they keep up to their word, and if they truly listen and consider our/player's feedback, this could mean that ESO WILL BE the next big mmo.

And this means that the necessary TES fan's feature could soon be implemented in ESO.

Thank you for your input

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Quick Draw
 
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Post » Thu Feb 20, 2014 2:02 pm

First of all, I'd like to point out that randomly colouring pieces of text or entire lines is not helpful, just distracting.

That being said, you should read up on the 50+ feature. Once you hit 50, you can basically explore the remaining 70% of the game at the same level.

It ends up being the best of both worlds - there is levelling gameplay for for 1/3rd the content and then everything else levels up to 50 for you - including all the quests from other factions, etc.

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Tom Flanagan
 
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Post » Thu Feb 20, 2014 2:18 am

Many players of the single-player TES games absolutely hated enemy level scaling. I remember the forums when Oblivion came out; Morrowind had some level scaling, Oblivion had a lot more, and it was a riot in there, with all the hate towards the level scaling. And there are mods to remove it, in all three games.

So it's not accurate to say that ALL SP TES players prefer a game with level scaling.

As to your proposed solution, it's not as simple as that. Your level doesn't just determine how many HP you have and how much damage you do. Resistances, stats like crit and evade, different kinds of CC and heals, even the number of skills you have on your hotbar and the number of passives you've unlocked change with level. You just have a lot more options at a higher level than at a lower level, so enemies at that level can have more special attacks and more diverse mechanics.

Plus, at least some of the questlines are structured to form an arc, with narrative coherence which comes from the game being able to make some assumptions about the player's prior experiences.

So, I don't think this is something the devs are ever going to WANT to do. They structured the game the way they did for a reason. And I also don't think it would be as popular with players as you imagine it would be.

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dean Cutler
 
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Post » Thu Feb 20, 2014 3:26 pm

I tasted the rainbow and now my tongue is numb.

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Jessica Colville
 
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