nerevarine1138 wrote: »That's completely unfeasible in an MMO.
You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.
nerevarine1138 wrote: »That's completely unfeasible in an MMO.
You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.
How is that unfeasible in an MMO. There are many many ways to solve that problem.
nerevarine1138 wrote: »
nerevarine1138 wrote: »nerevarine1138 wrote: »That's completely unfeasible in an MMO.
You have a lot of freedom to explore and run around within zones; it's only linear in the way that Morrowind was. Specific zones are only for specific levels.
How is that unfeasible in an MMO. There are many many ways to solve that problem.
You're in this world with other people (that's what the second M in MMO stands for). They can't implement some kind of magic slider without phasing the entire world to your individual tweaks.
nerevarine1138 wrote: »
Is it so hard to understand? What are the specifics problem you have trouble understanding working?
A level 5 monster fighting a player of diff mod 1 would for example hit him with 10 damage and you hit him with 10 damage. Another player fighting the same monster, but on diff mod 2 would hit that monster with the same weapon for only 5 damage and the monster would hit him back with 20 damage. (Or whatever the jump is for an enemy that is level 5 vs level 10)
You people don't even know what you are talking about. Knightblade is the only one who have made a resonable comment so far. And no it would not be hard to code at all. It is as basic as it gets. The system is already in there, that is what is happening when you are meeting a level 5 mudcrab or a level 10 mudcrab. Some values are multiplied by another value/values. I am a developer myself so I know. It does not get much more basic then that.
The GW system would work also for difficulty I guess, but I think this is a better system. It would also require less change.
nerevarine1138 wrote: »
Except you're asking for a system where the mudcrab is level 5 for me, but level 10 for you, and we both appear in the same phase of the game. Oh, and you'll still get adjusted experience, even if I do the legwork. It's a ridiculous proposition, and it makes no sense. The game is hardly linear, but it wasn't meant to be a totally open sandbox.
You people don't even know what you are talking about. Knightblade is the only one who have made a resonable comment so far. And no it would not be hard to code at all. It is as basic as it gets. The system is already in there, that is what is happening when you are meeting a level 5 mudcrab or a level 10 mudcrab. Some values are multiplied by another value/values. I am a developer myself so I know. It does not get much more basic then that.
The GW system would work also for difficulty I guess, but I think this is a better system. It would also require less change.
nerevarine1138 wrote: »
Except you're asking for a system where the mudcrab is level 5 for me, but level 10 for you, and we both appear in the same phase of the game. Oh, and you'll still get adjusted experience, even if I do the legwork. It's a ridiculous proposition, and it makes no sense. The game is hardly linear, but it wasn't meant to be a totally open sandbox.
Say you implemented this, you would get the situation where you have a player who is looking for a real challenge (putting their difficulty slider all the way up) having long epic battles with mobs only for another player (with their difficulty slider all the way down) come along and 1 shot the mobs they are fighting. There would be so many cries of greifing.
Also players would be able to put it on the easiest difficulty, breeze through the content in a few days and then complain that there is too little content in the game. The game has barely been out a week and there are already people at level 50 complaining there is no end game.