Outleveling older content

Post » Fri Aug 09, 2013 12:13 pm

A sorry thing i allways tought was the fact that when you raised in power/level, most lower level content became totally redundant

Thats where GW2 came with a smart system that downlevels players to the maximum allowed level for that zone, that way you still have the progression of being able to play higher level zones, but you dont make so much of the content redundant at max level.

I would love to see such a system in the open zones of TESO...

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sarah simon-rogaume
 
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Post » Fri Aug 09, 2013 7:26 am

Doesn't sound like they're doing that--It's been mentioned before that you can go back to lower-level content you skipped and have a fairly easy time of things. The only for-certain scaling in the game is scaling players up to level 50 (but not their gear or skills) when they enter Cyrodiil so that they can get in on the PvP without being completely helpless.

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benjamin corsini
 
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Post » Fri Aug 09, 2013 7:03 am

I agree with you that I like the GW2 system of lowered maximum level per area. I don't fully comprehend what you're trying to say though.

"Thats where GW2 came with a smart system that downlevels players to the maximum allowed level for that zone, that way you still have the progression of being able to play higher level zones, but you dont make so much of the content redundant at max level."

I think you're trying to say even though you are max level it still makes the lower level areas challenging and therefore it isn't redundant? I disagree with that comment if that is what you are trying to say... All your characters gear still gets applied to your character. So if you're in a level 5 zone and you're level 80 with a legendary sword, you still slaughter all of the mobs and you have almost no challenge in that area even though your level is reduced to level 5.

Please reiterate if you are trying to convey a different point.

I'd like to say again I am enjoying GW2 personally however I am only level 27 right now and I've had level 80 characters that have been reduced to my areas level just slaughter everything. Yes their health pool is dramatically reduced but the mobs still can't hit or hurt them because they have level 80 gear. I enjoy the level reducer because if my friend gets ahead of me or I get ahead of him in level, you still get a good amount of xp from the area even if you're 10 levels higher than the area. Since we both picked different races the quests and world events in the area aren't redundant and it helps with total world exploration %.

:happy:

In relation to ESO and any other MMO I like the lowering of level feature with the ability to still get decent xp from lower areas a good thing. It allows players that are dramatically higher level than you benefit from playing/helping you even though you're a lower level. It increases camaraderie and helps build community. (Though it isn't a HUGE feature, I do enjoy its implementation in GW2 and would love to see it in ESO).

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GRAEME
 
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Post » Fri Aug 09, 2013 6:48 am

GW2 system of forced downleveling was probably one of their worst features. Where is the sense that my character is getting stronger when I'm forced to downlevel in lower zones. I didn't enjoy being max level and running back to lower zones to get crafting materials to have to fight monsters all the time because now I'm suddenly in their level range again.

It's a bad feature, and I'm glad that ESO will have no downleveling in this game (well I would have preferred a mentor system in the game, but at least there isn't going to be any type of forced downleveling though).

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Beulah Bell
 
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Post » Fri Aug 09, 2013 6:31 am

The sense of your character getting stronger is in the fact that he now can kill those bandits he could not kill 10 levels ago...

It was probably the single smartest feature in GW2 and its an absolute requirement if you have dynamic content in your game, otherwise max level players would ruin that content for the lower level ones..

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natalie mccormick
 
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Post » Fri Aug 09, 2013 2:11 am

You make think it's smart, but I don't like that my level 60 character is now only slightly stronger than a level 12 if I go back to a level 10 zone. That is not a good feature. It takes away the feeling of progression. My character should be as strong as he currently is no matter what zone and how leveled that zone is.

If it was voluntary (i.e. a mentor system) than I wouldn't have had a problem with it. But being forced to downlevel was one of the worst features implemented in GW2.

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Philip Rua
 
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Post » Fri Aug 09, 2013 10:34 am

I would like it if in ESO, instead of implementing a downscaleing system like in GW2, they implemented an OPTIONAL Level 50 version all of your alliances territory. Kinda like the 50+ and 50++ zones for the other alliances, this would allow you to complete any quests you havent completed with some challenge. I would refer to this as "50", and the next one as "50+" And then the final alliance as "50++." If you wanted to curbstomp all the enemies in your path, by all means, go ahead, but if you want a challenge anywhere, turn this on. (And of course, it would be seperate from the leveling experience. Only level 50's here, no noobs.)

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Jessica Stokes
 
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Post » Fri Aug 09, 2013 2:43 pm


Yep, this this and more this.

What's the point in leveling at all if this is the case? The whole system becomes pointless and ends up like oblivion where your level 50 archmage wizard has trouble fighting two 50 level rats at the same time.
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Justin Bywater
 
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Post » Fri Aug 09, 2013 12:08 pm

In GW2, it was suppose to make it feel like one consistent world. Your character didnt get stronger, he got more experienced. The higher level zones only existed as a gate for challenges and story spoilers. One way to see this would be to stop thinking of the numbers. Why would a deer outside of your city be weak as hell, but a deer encountered 1 or two miles into the woods be an extreme challenge? Your character was suppose to be a part of the world, not governed by some artificial numbers.

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Rachell Katherine
 
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Post » Fri Aug 09, 2013 4:32 pm

I agree with this.

While we differ in that I liked GW2 overall, this was a terrible feature.

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Megan Stabler
 
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Post » Fri Aug 09, 2013 5:55 pm

There is already going to be 50+(+) zones.

If you want to do it this way then don't make leveled zones.

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Jessica Thomson
 
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Post » Fri Aug 09, 2013 2:08 pm

Well they failed at that because the zones were small little sectioned off areas, it never felt like one big world.

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Joanne
 
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Post » Fri Aug 09, 2013 8:08 am

I know that. My idea would essentially make the leveled zones only for leveling. Once you hit level 50, the levels would be gone. Optionally of course. Missed a quest on Stros M'kai? Dont want to stomp all the enemies to death? Turn this on.

Lets say I roll an EP character. I like Dark Elves. Sure. Morrowind, Skyrim, Black marsh? Yes. For endgame zones, I would get: Hammerfell and High Rock. No problem, I like these areas. I would also get the AD areas. Summerset: No thanks. Valenwood: No plz. Elsweyr: Ehh. Ok.

With my Idea, It would add the original 3 areas back as endgame also (But without all the quests I've already completed.) It would make it so I would not have to Roll an AD character (If you can't tell, Im not a fan of AD. Kahjiits are cool. Hate Wood/High elves though.) just to spend my endgame in the areas I like.

I agree that not having leveled zones would have been the best choice.

I agree, there should not have been square mountain ranges with little portals to the different areas between them. Before I got the game, when i heard that it wasnt one consistent world, I got SO dissapointed.

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Kahli St Dennis
 
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Post » Fri Aug 09, 2013 2:11 pm


The fact that most of an MMO's content becomes redundant after you outlevel it is unfortunate and what we're usually stuck with at end-game is a small handful of dungeons we have to repeat until the next expansion. So we spend 10-20% of the time playing 95% of the content and 80-90% playing the other 5%. It's borked.

But we already know ESO doesn't follow this design.

At max level the other two faction zones open up with content pitched at max level difficulty. That's two thirds of the PvE content just there before even considering max level content within your own zone or Cyrodiil. So I don't think there's any lack of end-game content.

On balance I think I'd prefer not to see downlevelling. One nice thing about levelled content is it means after you're all big and strong you can wander back down to lower level areas and help people out with buffs, heals, resurrections, group quests etc.
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Darlene Delk
 
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Post » Fri Aug 09, 2013 5:26 pm

I had no problem at all with GW2's downleveling, but I think I prefer Rift's system of voluntary downleveling.

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The Time Car
 
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Post » Fri Aug 09, 2013 11:02 am

Gotta agree with leper on this one. Not a fan of downleveling, except as a mentor/sidekick type situation.

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Carlos Rojas
 
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