149788-level-to-zone

== Content ==
			There is not going to be any huge motivation for large numbers to join this game; instead you will have ones, twos, and small groups trickling in. When they get here they will be met with vast empty zones in a supposed MMO. This is generally very discouraging when looking for a new game, most especially an MMO. Leveling to zone would help combat this. Leveling to zone simply means when a level 50 enters someplace like Ellevar they would be de-leveled to 14 and so forth for all the zones below about 45. Then simply correct the levels of the world bosses and add some contracts for a more enjoyable experience for new people. The loot given to 50's could be kept level appropriate, high or superb rune bags, purple ilevel 70 for gold in zone events, and ilevel 90 for the world bosses. Instead of contracts to do 5 quests, have contracts to do 5 quests in a specific zone. Add in contracts for the zone events in these lower level areas. Heck, add in some dummy npcs and towers and you could add open world contracts to the pvp contract board when you know the high levels will be questing in the zones. There is a finely crafted game world you have made and it's just sitting empty. Put some of the challenge and rewards back in it for those of us who have been here a bit and you may hook a few more new people.
			
				
	Edited February 22, 2016 by Juacqer	
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Basically what you're suggesting is what SWTOR dropped with KOTFE, making the leveling zones all drop your level to the max for the planet and having all the max level heroic dailies require you to return to the leveling planets (and do the dailies leveling players also had access too). 
 
It's not a bad I dea, I've even suggested it around here before. Instead of making contracts and new daily areas, make new boss / event content in new areas and have the contracts / dailies occur in the leveling zones with improved rewards and difficulty for max level toons. 	
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			Also add a bunch of dynamic events because ... you know ... dynamic events. They stick people together like glue in GW2 lol. New players definitely won't feel lonely while leveling that way.  :D	
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			I really wish they would implement a downlevel system, mainly for the reason that it allows CS to add more levelling zones which are also endgame zones, instead of wasting their extremely limited resources adding zones that only max level characters can play. WildStar has a serious lack of levelling zone variety, so much to the point that it is incredibly boring for new and alt players (even more so with the shitty group finder and complete lack of PvP below 50.)	
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			I feel there are more important quality of life changes that need to happen before this. Such as fixing world PvP. 	
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I so hated this in Guild Wars and SWtor...
I even hate it right now that I as a level 50 get swarmed by 4 level 10 pumera's in Deradune....
I really don't want to lose time by fights I can avoid when cruising through a zone.	
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I so hated this in Guild Wars and SWtor...
I even hate it right now that I as a level 50 get swarmed by 4 level 10 pumera's in Deradune....
I really don't want to lose time by fights I can avoid when cruising through a zone.
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			Yea, scaling down should be optional if implemented, not forced. I don't like forced scaling in mmos either.	
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If the downlevel I am out of here and go play something else. Down leveling is stupid, if you want to downlevel go and fight the mobs with your bare hand and no armor, plain and simply downleveled. I hate GW2 because of this same reason. This is the must stupid idea ever. Why to have a level system in the game if you are going to get downleveled to whatever the crap the area requires?
 
Right now is hard enough for new players like me to kill a single mob that is at your same level.	
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If the downlevel I am out of here and go play something else. Down leveling is stupid, if you want to downlevel go and fight the mobs with your bare hand and no armor, plain and simply downleveled. I hate GW2 because of this same reason. This is the must stupid idea ever. Why to have a level system in the game if you are going to get downleveled to whatever the crap the area requires?
 
Right now is hard enough for new players like me to kill a single mob that is at your same level.
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			I too prefer down-leveling when it's voluntary, not forced. More Rift-style than GW2. I think Rift handled it well by both letting it be voluntary but then incentivizing by providing greater rewards if you complete an open world event while scaled to the appropriate level.	
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But that is not what the OP is suggesting, he wants to make it forced on all. I like the way it is, I like to die in fight against a boss and then comeback with 5 levels under my belt and wipe the floor with him. It is the way I like it. I usually play tank class and I like to roflostomp mobs after they have kicked my behind.
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I too prefer down-leveling when it's voluntary, not forced. More Rift-style than GW2. I think Rift handled it well by both letting it be voluntary but then incentivizing by providing greater rewards if you complete an open world event while scaled to the appropriate level.
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So you'd prefer for all content behind you to become redundant just so you can pretend you're Goku with a power level over 9000 killing all the low level mobs with the flick of a finger? Seems a little silly to me, especially since there are a ton of people that aren't even making it to endgame because of the lame 1-50 experience (Don't like Whitevale? Tough shit, you're doing it because there's no alternative) when the devs could be spending their precious time creating content that everyone could play. I guess as a compromise, they could keep all the original zones as 'classic' and the new zones (like dreadmoor, murkmire, halon etc..) as 'modern' zones, where PC's are downlevelled; everyone wins that way. (ESO is doing that with all their new content, they've probably realised that making most content exclusive to 50's is archaic and a waste of resources)
 
Another thing is, even on GW2 where downlevelling is perhaps more extreme than any other game that has it, once you get all your shiny gear, you are most definitely considerably more powerful than a typical level x player. I reckon even if they did implement it on this, you'd still be at least twice as powerful as the a non-downlevelled character what with all the blooz and purpz you get at 50.
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So you'd prefer for all content behind you to become redundant just so you can pretend you're Goku with a power level over 9000 killing all the low level mobs with the flick of a finger? Seems a little silly to me, especially since there are a ton of people that aren't even making it to endgame because of the lame 1-50 experience (Don't like Whitevale? Tough shit, you're doing it because there's no alternative) when the devs could be spending their precious time creating content that everyone could play. I guess as a compromise, they could keep all the original zones as 'classic' and the new zones (like dreadmoor, murkmire, halon etc..) as 'modern' zones, where PC's are downlevelled; everyone wins that way. (ESO is doing that with all their new content, they've probably realised that making most content exclusive to 50's is archaic and a waste of resources)
 
Another thing is, even on GW2 where downlevelling is perhaps more extreme than any other game that has it, once you get all your shiny gear, you are most definitely considerably more powerful than a typical level x player. I reckon even if they did implement it on this, you'd still be at least twice as powerful as the a non-downlevelled character what with all the blooz and purpz you get at 50.
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			doesnt the mentor system somewhat cover this?  i am not a fan of this idea but it wouldnt impact me at all.  but how exactly will this make leveling zones more populated?  wb previously were at the level of the zone, this was recently revamped so that they are at max level.  previously you could join in on the carnage, but now you can join but wont get loot unless you are 50, if i am not mistaken.  so i dont think this would get people into low level zones.  some of the suggestions would send some ppl back to those zones, i skip anything that cant be completed when i run raids or dungeons so it would not get ppl like me out there.  but i guess you would "see" ppl, even if they are at max level but scaled down, it still wont help the other major issues which i think are low level queue pops, alternate leveling paths, and the overall alt-unfriendliness of the game.  i think there are better ways of getting ppl into low level zones rather than rallying ppl down.  so this suggestion is level down to zone.  level to zone sounds like the opposite of what you are proposing actually.	
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One of the things I loved about GW2 was that I could go where ever I wanted when I hit the level cap and still find things to do.  With other MMOs, it feels like so much of the world becomes closed off to you as you level.  Instead of having the handful of high level zones we have now, GW2 provided me with a lot more variety.  I never felt boxed in or got tired of seeing the same environments all the time
 
And, as Nyoro pointed out, it gives the devs a lot more freedom in what level range zones they add.  If it was 20+ instead of just 20-30, new zones would be something everyone could enjoy rather than just those in that level range.
 
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I too prefer down-leveling when it's voluntary, not forced. More Rift-style than GW2. I think Rift handled it well by both letting it be voluntary but then incentivizing by providing greater rewards if you complete an open world event while scaled to the appropriate level.
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Wildstar is at its core meant to be a skill based game, less so than a pure gear collecting exercise. It's rare in this game that you never have to worry about mobs being able to kill you (even those of a somewhat lower level).Why should your level give you anything besides expanded skills? This has always been a silly feature of MMO's, kill enough wild boars and they can't hurt you when you level up; Kill enough boars IRL and nothing prevents you from being mauled to death by one, you have only a better understanding of how to deal with them when they attack.
 
Anyway, SWTOR's implimentation is pretty good. And we could do with more incentive for 50's to play with low level toons in the leveling zones; otherwise it's a waste of great resources.	
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And whether you find that silly is irrelevant.
The concept is as ridiculous as the concept that you want to downlevel in every zone you have been to:
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I don't know if this is the right way or not, but I definitely do agree that incentivizing max level players to revisit old zones would be a huge improvement to making the world feel more populated.
 
Maybe have some high level encounters in that zone so the lowbies can see the high levels wandering around taking care of them.  Put some nifty cosmetic/housing drops on these encounters, and give some small bonus or convenience to all the lowbies in the area when they are taken care of, so that the lowbies actually are happy to see a high level swoop in.
 
For example, between point A and B in the levelling quest chain is a really dangerous high level camp that the low levels have to skirt around.  But now a high level comes in and kills the boss and scatters the camp, and now the lowbies have an easier route on their quest chain until it respawns :)  Or there's a village that's being oppressed by some monster (so lowbies won't be able to reach it safely).  The high level comes in and kills the monster, so now a bunch of useful vendors and stuff in the village become accessible.
			
				
	Edited February 23, 2016 by Katia Managan	
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Anyway, SWTOR's implimentation is pretty good. And we could do with more incentive for 50's to play with low level toons in the leveling zones; otherwise it's a waste of great resources.
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I'm in favour of down leveling. It helps zone population because it means no level is irrelevant no matter how long ago you left it for other missions. And really, a wolf should be just as dangerous to you no matter which level you are in. It wouldn't doesn't really hinder travel as max level characters can afford to fly around the map and from the game that I've seen do it (GW2), it still doesn't really impede travel when traversing the ground.
 
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It's pretty much only used for doing daily quests in low level zones. Not sure if what you want are even more daily quests to do.
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It's pretty much only used for doing daily quests in low level zones. Not sure if what you want are even more daily quests to do.
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			Scaling down *cupcake*ing sucks, do what wow is doing in legion, scale the world and the mobs, a mob in a certain zpne is a level 5 for a lvl 5 player, but 50 for a level 50 player	
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Not really, we're supposed to be providing feedback in an effort to help make this a better and more successful game. I stated some reasons for why level to zone is a practical use of resources, how it would increase the amount of content for endgame players, how it could improve the levelling experience for new players and also pointed out that it's becoming normal implementation in some form or another for modern mmos. (to expand on that, SWTOR/GW2 - the whole zones | FF14 - public events | Rift - Instant adventure | ESO - Cyrodil + all new zones added + talk of making the old zones level to zone) Furthermore the aforementioned games are all more successful than WS so that's another valid point in support of it.
 
Meanwhile you basically have no argument.
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Don't force it on people playing alone and just running through the zone, because that will end up in those people simply not visiting the zone anymore.
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What do you mean? Aside from zone completion, which is a one-time deal (and not everyone's doing it anw), is there any other incentive reason as to why people need to revisit starting zones? Do people spend their time after reaching lv50 just to revisit starting areas, kill low level mobs, and show newbies who's boss?
 
Also, when you downlevel, your gears are still relevant. So you should still be able to wipe the mobs easily if you have good gears, no?
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Scaling down *cupcake*ing sucks, do what wow is doing in legion, scale the world and the mobs, a mob in a certain zpne is a level 5 for a lvl 5 player, but 50 for a level 50 player
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That's exactly how it works in GW2, and because of the events there it made sense to go back to low level zones and still explore more things because you probably didn't see all events when you leveled there. And as you say, with max level gear low level zones were easier anyway.
 
But as others pointed out, we have the mentor system here, which is exaclty the non-forced version of downleveling. Maybe they could add a flag into the options menu to turn on "mentoring while being alone" and we're set. Although since we don't have dynamic event chains here, there is not much incentive to go back to low level zones other than helping friends...
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Come to think of it, there isn't any game that combines both GW2's questing and Wildstar's endgame, right? It sounds super fun IMO lol.
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I feel there are more important quality of life changes that need to happen before this. Such as fixing world PvP. 
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