I’m levelling up through ESO at the moment and I’ve gotta say… it’s not that good. I mean it’s alright, it’s not bad. WoW’s is bad. But we can do so much better.
ESO actually has very much the same problem that WoW levelling does. In fact it is overwhelmingly similar to Chromie Time. The only major difference is, as you say, when you reach max level the mobs still scale to you anyway, so you can keep getting champion points, which would basically be like us getting Azerite Power or some such thing from any zone for as long as there’s quests. Which there is. Forever. Trust me. Nevermind the dailies. In WoW and ESO.
I understand that it’s nice that you can level anywhere and anyhow, but I think it results in a game that … can’t scare me? It feels so smoooooth. Everything everywhere is just right for me and me specifically. There’s no reason to avoid anything and there’s no feeling of growth at all.
But it is Elder Scrolls though, and it’s very large, which gives it some charm for me.
But no, I wouldn’t want its model copied over to WoW. I would much prefer a model where each zone - province - whatever you want to call it, has a very large range of content right from the very easy to the very deadly. Like Hellfire Peninsula famously has. It’s also too tiered and segmented.
So here’s what I would do: I’d put in Dragonriding and merge 7-8 zones at a time together, each.
Right? So now you get Ashenvale, and Ashenvale has everything north of what we today call Ashenvale. Hyjal, Felwood, Darkshore, etc. It’s all one giant zone and that zone spans 1-40, say. And you can walk around this zone and whereever you go there are things that are easy and things that are not. You’ll start out killing wolves and bears, then you move up to some bandits, then some more dangerous stuff and then you’re saving towns from invasions etc.
And then there’s The Barrens - the middle of Kalimndor. Same exact deal. 40-60 is the same deal again but in the south.
Different races start out in different areas of these zones. It’s difficult to get around at first but it improves with mounts. A lot of the sheer mountains originally found are torn down, but if you go the wrong way you might be in some trouble. This encourages you to get that feeling that there’s danger beyond the next hill. The game will try to guide you with quests but you can elect not to follow them and get blown up.
The amount of power you gain as you level should be massively compressed. Level 1 is you can kill a wolf, level 5 is you can kill a bear, etc, but impossible to kill a large Dinosaur, level 40 is it’s possible to kill that thing but you can kill maybe 4-5 bears. Not infinite with a 30 million arcane explosion.
So you get something that’s more open, the power growth is more obvious because it allows you to go places you otherwise cannot but the power growth is actually smaller.
That’s what I would do.
Of course it’s a big undertaking to reduce the old world to having like 10 zones and overhaul it all, but I really feel that it’s where it needs to go in order to deliver on the original promise of this game and deliver dragonriding with it.
So what does that mean for a max level character? Well, there are going to be areas that are out of the beaten path for someone levelling all over the continent that are just right for you. Or really test you. Quests don’t really show up until you’re ready for it but of course it’s there for anyone to see if they dare. If you do lower end quests you might not have to carefully put out a bandit camp and can go in there guns blazing, but even you have got a limit. If you pull 6 bandits at once you better have some cooldowns ready - even at max level!