Why can't everything be the same level including the mobs?
Why can't it be like a person with level 50 Ardent Flame and 49 attribute points will find it easier and quicker to kill a monster than someone with level 10 Ardent Flame and 10 attribute points?
The levelling process should be your skills, not your level ( like every other MMO)
Benefits:
More elder scrolls feel
More exploration choices
How would that work? How can you balance a mob so that a lvl 1 and a lvl 50 can both find it challenging? You can't and that is why you have levels, with other reasons of course.
How would that work? How can you balance a mob so that a lvl 1 and a lvl 50 can both find it challenging? You can't and that is why you have levels, with other reasons of course.
How would that work? How can you balance a mob so that a lvl 1 and a lvl 50 can both find it challenging? You can't and that is why you have levels, with other reasons of course.
Depends on the monster. A level 1 is never gonna kill a troll but a level 50 will have a better chance because their skills and attributes are better.
Shaun98ca2 wrote: »How would that work? How can you balance a mob so that a lvl 1 and a lvl 50 can both find it challenging? You can't and that is why you have levels, with other reasons of course.
In a level less game EVERYBODY would find the mob challenging then as you obtain more skills and learn the game better certain mobs become "easier" while still presenting the same challenge it always did your just better at the content.
So with that logic the game needs to provide more challenging content for the gamer to take on whether that be smarter monsters with boss like mechanics or simply MORE monsters a time to take on.
EQNext is going this route. IF they had TESO's game system with some of EQNexts visions for their game IE Moster AI, Rally Calls, Procedurally Generated Dungeons/Location, Horizontal Leveling. TESO would have been hands down the best game ever made.
Shaun98ca2 wrote: »How would that work? How can you balance a mob so that a lvl 1 and a lvl 50 can both find it challenging? You can't and that is why you have levels, with other reasons of course.
In a level less game EVERYBODY would find the mob challenging then as you obtain more skills and learn the game better certain mobs become "easier" while still presenting the same challenge it always did your just better at the content.
So with that logic the game needs to provide more challenging content for the gamer to take on whether that be smarter monsters with boss like mechanics or simply MORE monsters a time to take on.
EQNext is going this route. IF they had TESO's game system with some of EQNexts visions for their game IE Moster AI, Rally Calls, Procedurally Generated Dungeons/Location, Horizontal Leveling. TESO would have been hands down the best game ever made.
How would that work? How can you balance a mob so that a lvl 1 and a lvl 50 can both find it challenging? You can't and that is why you have levels, with other reasons of course.
Depends on the monster. A level 1 is never gonna kill a troll but a level 50 will have a better chance because their skills and attributes are better.
That's my point, you can't balance the mobs to suit every level and that's why you use lvls. How many people would moan if they was getting 1 shotted by a troll because there is no indication that you actually need to be (in theory) lvl 40+ to beat him? If there was no lvls, how would you know X dungeon is 20+, Y dungeon is 30+ and Z dungeon is 40+ without going in there every so often to see if you can clear it or not.
I would love that. Would make Veteran enemies more balanced and immersive. Instead of my Daedra-slaying sorcerer suddenly finding no-life bandits proving to be more threatening then elite, immortal, Dremora warriors. Or Bears that hit harder than Daedric Titans.