Wifeaggro13 wrote: »Wifeaggro13 wrote: »Kombinator wrote: »Sometimes i would, and other times wouldn't. I agree, that it let you play with others better, and give some extra challenge for playing lowers zones, or go back, and play quest you have missed.
But it also takes away the "I'm the boss" feeling. No matter how hard you work you have the same work for each enemy. You can't reach a state when you just slaughter everything in your path with a spoon.
It also forces you to go with groups for world bosses. No matter what. So you just keep spamming the zone chat, wait, and pray, that someone comes by.
In overall, if these are the only options, then i would say no. But if i could design any system, then stuff would have a minimum level, and above that would have a low scaling. So if an area is 20 to 30, then below 30 it would be fixed. Above 30 it would stay some levels behind. So normal foes would mean little challenge, but still give loot, and quest reward, and elites would be small challenge. World bosses would be still soloable, but hard challenge.
SWTOR has a similar approach. There the zones are fixed, but instead the players got reduced stats, and levels, if they go a low level area. However the reduced stats are still more, than enough to sweep through the area with ease, if you are overleveled. Not oneshot everything, but hardly a challenge.
I think you have a good point here. I think a mix between what we have now with level scaling and what we had before would be the best.
Like a level 1 would be able to go everywhere, but a max level would have less challenge against mud crab.
I think they could make :
- X scale from lvl 1-10
- Y scale from 1-40
- Etc.
Like that you will always have a kind of challenge or feel stronger, but lower level will always be able to participate.
I think tam one was a mistake in total. A good option would be to have fixed quest lock have the player option to scale up or down to the party or zone. Remember tam one was about allowing players to group up with friends .it was a cheap fix to balancing ' in all honesty the game played way better prior to it
Returning to leveled zones is what would be a mistake in total.
Besides 1T zone changes having absolutely nothing to do with balancing it meant the lower level zones were not utter trash and pointless to return to for 99% of the characters in game. It was about making the lower level zones worth returning to for various reasons. Before 1T we had to do limited content in the zones and move on early or deal with a challenge even more of a joke than I ti snow.
1T is a much simpler solution than what you propose. Who would not choose to lock the content to their level vs deal with trash 20 levels below them? Sounds pointless so might as well keep the current design.
I don't know anyone revisiting zones once they are done with them. It does not matter all the overland content is like dealing with trash 20 levels below you even naked at lvl 1. But they will charge you full price for chapters like they spent a year developing the rehashed garbage . But for the record I dont think they should or could unwind this cluster fook back to a cohesive vertical progession system. Their only competition is games that are 16 years old or the bioware flop.
Aside from everyone who does any of the major Events, where all the locations are in the original zones. Plus everyone doing the Psijiic Order questline or wanting to level up their mages or fighters guild skill lines. And those who are creating, or levelling alts using the original timeline. Or trading. Or doing housing. Or getting their pledges.
Aside from them, you are right, nobody is revisiting zones
My ‘vertical’ progression is about me getting better, not my character becoming artificially more powerful.