Lower level zones versus higher level population.

Post » Mon Dec 16, 2013 3:54 am

Hello reader,

I would like to re-open the discussion about level lower zones and the future of a higher level of higher levels.

In past Elder Scrolls games towns to some extent were not level restricted, the point I am raising is this.

Will towns be segregated into lower level town, middle level town, high level town, with the exception of veteran related quests and discoveries?

I feel that with linear town progression the feeling of an immersive world environment is forgotten and covered up by the fact that there is a "world map" which is simply a list of zones who are connected by choke points.

Now I am not hear to attack or dampen the popularity of this title as any attempt would be short sighted.

Summary - Do you think the world should be divided into zones similar to World of Warcraft's set up or mirror the vast open landscape of the Elder Scrolls series, if you are strong enough or wise enough you can travel far and wide.

:bunny:

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keri seymour
 
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Post » Mon Dec 16, 2013 8:06 am

Yes, I do. Having a system where everything scaled to the player in an MMO would essentially choke the life out of character progression.

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Suzy Santana
 
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Post » Mon Dec 16, 2013 12:39 pm

You are relating to the landscape encounters leveling as the player does?

I think you could simply make the encounters vary in levels, also this would give lower level players a chance to interact with higher level encounters along side higher level players.

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Bereket Fekadu
 
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Post » Mon Dec 16, 2013 6:41 am

Too late to change this feature.
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Lawrence Armijo
 
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Post » Mon Dec 16, 2013 5:32 pm

Both of these already exist. A lower level player can go to a higher level zone and fight if they want, and even quest if they want (quests have no level req), so if you want that challenge, then its there. And the current system is pretty much varied levels, how is it not? Why would every zone only have the exact same level mobs in it? Logically you would expect lower level mobs near the lower level entrance with pockets of mob level increase or decrease in different areas of the zone as they get closer to higher or lower level zone transition areas.

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adame
 
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Post » Mon Dec 16, 2013 6:14 am

I suspect the problem the OP has with it is that is game logic not world logic, and it makes the world seem artificial and false, as well as leaving interesting early areas as static relics that are quickly abandoned as lifeless husks once the majority of the server population moves on.

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El Khatiri
 
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Post » Mon Dec 16, 2013 3:25 pm

Yes... this is the one glaring flaw of a level based system. However if there are things to draw high level players to low level zones.... such as rare items, or boss mobs, then the lower level zones wont seem so vacant in the long run.

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Marie
 
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Post » Mon Dec 16, 2013 7:09 am

Ive always found showing off my epic gear a reason to go back to lowbie zones :) and then there's guild recruitment, new players are often eager to join up ect..

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flora
 
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Post » Mon Dec 16, 2013 10:53 am

There is getting crafting items. Also, if there was mentoring system -- one can help a low level friend or do the quests solo. I like how RIFT does it. I can take my max level char in low zone if I want too OR I can down level and play my char level to match the zone level.

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Emily Graham
 
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Post » Mon Dec 16, 2013 5:10 pm

Ive never been impressed by high lvl players showing off their gear.

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.X chantelle .x Smith
 
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Post » Mon Dec 16, 2013 10:22 am

And yet somehow i'm still gonna do it.

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Matthew Aaron Evans
 
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Post » Mon Dec 16, 2013 9:46 am


I dont agree.. it gives me as a low level the chanse to see the gear I'm gonna get...
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Scotties Hottie
 
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Post » Mon Dec 16, 2013 5:23 am

I thought I was just imagining things when I thought people were doing this :lmao:

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ONLY ME!!!!
 
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Post » Mon Dec 16, 2013 2:55 am


lol, no.. when one has all the Epics one haz to go to low level area and just look good =P

okey, was a joke.. but no, lots of players do that..
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Cayal
 
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Post » Mon Dec 16, 2013 4:32 pm

I can imagine why tbh

And it motivates newbies, in a way

So by doing that it's actually a win-win(-win (if you're going to recruit members))

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Lisa
 
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Post » Mon Dec 16, 2013 1:35 pm

I'm sure they will continue to add content into these "forgotten zones", making the game feel more lifelike.

Just opening up the topic because I feel it is worth brainstorming solutions to ghost towns or more so connecting the level range throughout Tamriel.

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Jack
 
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Post » Mon Dec 16, 2013 2:58 pm


yeah, someone said they had 5 years of content planed..
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Taylor Tifany
 
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Post » Mon Dec 16, 2013 4:00 pm

Sorry for the double post but I'd like to add another topic in relation to bringing higher levels and lower levels together.

The Arenas. Down the road when more landscape is revealed, towns could exist with their own Arenas.

Each town has its own ranking system with its own master of the arena. Making this title available to more then one player.

Also players could settle disputes over duels within these arenas.

Of course with each Guild having skills lines and alliance wars as well, a gladiator skill line? For example a skill could be as such; Passive - Favored to win (Increased regeneration and health points while battling in the Arena). Having the passives work for the arena only would carry on into balancing with Alliance War.

Maybe similar to Cyrodiil players could have adjusted levels.

What are your thoughts on this?

:bunny:

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emily grieve
 
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Post » Mon Dec 16, 2013 1:38 am

Like the Idea about arenas in Towns with their own ranking system...

its 0600 here now, been up all night.. not sure about the skill line thingie you talked about at the end..
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Jhenna lee Lizama
 
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Post » Mon Dec 16, 2013 1:57 am

Sorry, I've edited my previous comment. I hope it shows greater detail.

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Antonio Gigliotta
 
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Post » Mon Dec 16, 2013 2:37 pm


I don't see anything stopping a determined player from crossing to higher level zones. Except that the high level monsters will probably be dangerous.
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Laura Mclean
 
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Post » Mon Dec 16, 2013 2:38 pm

I don't see the problem. This is not a game with servers. The megaserver that's in place will make sure areas are populated, even the low ones as there are allways people creating alts. This os the big thing of the megaserver. It makes sure areas are full of people so that it becomes a social experience.
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Kat Lehmann
 
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Post » Mon Dec 16, 2013 2:31 pm

Reg top. Not done that way, although I had a kind of wish that it is this way, but probably they took typical MMO path.

How I could imagine it was: zones are surrounding cities that are 0 danger areas, then (this will be just simplification):

- 100 meter around city there is area for 0-5 level

- 100-500 around there is area for 6-10 level

- 500-100 around there is area for 11-15 level

...

- then there is wilderness for 40-50

- and special nests for world bosses and some extra mobs

Too late to think and discuss it, but in my opinion that would be awesome. All levels would be mixed. Highest levels would just fast travel somewhere, but all leveling would be done in mixed crowd.

Groups could go deeper in forest.

Mobs could travel on big areas with random paths.

The whole thing would be much natural.

Reg Arenas - I was more thinking about Arena that all races/alliances could meet and have some ranking similar to Oblivion (but dynamic, so you can also drop down if not playing or loosing). Placing Arena in each city - that could be alternative.

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Lovingly
 
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Post » Mon Dec 16, 2013 5:45 am

I would very much like to see arenas in that we can participate, watch and bet on.
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Gen Daley
 
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Post » Mon Dec 16, 2013 7:43 am

exactly. the lower level zones do not need high levels players running around, they usually make the leveling experience worse when they are hanging around. i am not really understanding the concern about empty areas.

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Kim Kay
 
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