maraxusofk
Desert Nomad
International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]
W/
Joined Aug 2005
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I disagree Numa since that keeps ALL areas of the game challenging from the start. I don't know why people balk at games staying challenging in ALL areas of the game instead of everyone having to goto just one END of the BOX for harder challenges.
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| Because that's not how it works. In fact it's the exact opposite: it removes all challenge. Any area you enter is always pre-chewed just for you, for what you can easily handle. |
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Because that's not how it works. In fact it's the exact opposite: it removes all challenge. Any area you enter is always pre-chewed just for you, for what you can easily handle.
Not only that, but it encourages "tactical levelling", ie avoiding levelling before killing certain enemies which would otherwise be difficult. Also, a dungeon is not actually new & fresh when you return to it just because you're now a level 20 fighting level 20 goblins instead of a level 2 fighting levle 2 goblins. You don't get more content by adjusting mob level to the player. Two games illustrate this beautifully: Oblivion, which adjusts mobs to the player (so you can hop on your horse and ride anywhere in the world without having to face anything worse than lvl 1 goblins), and on the other extreme we have Gothic, which does not adjust mobs (and where wandering off into the wilderness while at low level will quickly make you very dead). |
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The opposite method is no better. Guild Wars demonstrates this perfectly: In every campaign, every person's character progression follows the exact same route. Sure you may pick up an additional sidequest here and there, but overall you have to follow the exact same path in your adventure. It's entirely linear and gets old quickly. It's also shown pretty decently in Morrowind, where I can be punished for my curiosity by sticking my nose in a higher level Daedric ruin.
Now if the mobs were scaled to level, I could progress in any direction I choose (this is of course assuming that the "story road blocks" aren't in effect): How about instead of continuing my adventure in the Shiverpeaks after I'm done with Ascalon, I instead decide to quest in the Crystal Desert? Or what about instead of starting low in Ascalon I instead decide to start my character off in Kryta? If you want to see scaling to level in a similar fashion, check out Hard Mode: The whole world becomes a challenge for my level 20 guy instead of only being able to benefit from the higher level areas. Imagine if WoW did this, being able to farm and benefit at lvl 70 in Teldrassil or Elwynn forest. Granted there are some issues with this. Sometimes enemies don't scale too well in difficulty and become either too easy or too hard. In Mass Effect, the most challenging fights can only be found at a low level with not best-tier gears and a limited amount of abilities. But considering how much more awesomeness the system provides - not to mention these things can be corrected with thought - it becomes a *very* sexy tradeoff. Also, Oblivion doesn't only scale monsters to player level, it also scales encounters to player level. How many minotaurs and goblin warchiefs do you run into at level 2 as opposed to level 20? |
| Well, you can simply throw concept of levels away with this mindset and just have areas with different difficulty settings (and have some "endgame" areas have higher difficulty than average area). And nothing is lost. |
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I love the idea of having monsters scale to the level of the character - in conjunction with the sidekicking system, this would solve so many problems that other games run into.
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| Having a monster higher leveled than you doesn't make it challenging - it makes it so your numbers lose to its numbers. |
| Challenge comes from designed the encounter to be a challenge: The monsters use their skills well, are part of a balanced group which has a good cooperative AI, and have tactically challenging abilities. |
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I don't care how you feel about me, but I totally agree with you on this one! That's why I simply loved Oblivion, Mass Effect, and other games following the same idea of scaling the game to level. The fact that I can do the game in any order and *not* see the same progression of enemies and items - among other things - was quite a refreshing experience. If GW2 did the same thing it would mean that I would not be stuck having to play in the endgame farming areas: the whole *world* becomes a challenge. |
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Neither scaling nor not scaling monsters to level is the correct answer. The ideal game has no levels at all and instead implements difficulty/reward slider that lets the player choose what level they want to play at.
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I disagree here, because having a number that tells you your level is a massive motivator for carrying on playing. With levels (especially if they go with their exponentially harder to gain but limitless levels idea) you clearly strive upwards to get higher levels. All MMOs have this carrot on a stick effect, they need to give you a sense of a achievement every now and again, to make you feel you're getting somewhere, and to make you carry on playing.
That's why things like tiered dungeons in WoW work. You get a piece of T4, and although compared to the end-game stuff it's nothing, it feels so good. It's named, it says something about what you've experienced, it's personal to your spec, it's a reward for all the time you've put in. If WoW was simply like, you do this one dungeon 1000 times the you win the game many people would give up on the way, because they felt like that weren't achieving anything. So, levels are important to create a sense of progression and achieving something, and are essential to any MMO/RPG. |
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Well, you can simply throw concept of levels away with this mindset and just have areas with different difficulty settings (and have some "endgame" areas have higher difficulty than average area). And nothing is lost.
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The negative to that was you could go into any dungeon in Oblivion and beat nearly everything there at level 1. That kind of takes the fun away from the game. There should be static leveled monsters and/or bosses in numerous places. Morrowind handled that part correctly. There should be leveled monster spawns and static monster spawns. Not entirely 1 or the other.
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I am sure that I am not the only GW player who wont be playing GW2 if it has the wrong type of World(open) PvP.
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No, it makes you adapt.
When I at level 2 killed the level 8 orc outside the town in Gothic2 I was PROUD of my feat. As running in, sword swinging, was certain suicide I had to be low and crafty to do it: I snuck around the cave he lived in, pelted him with arrows, and when it looked like he was going to get me I ran like the wind back to the town and hid behind the city guards, who helped finish him off. In Oblivion and Neverwinter Nights and every game which adjusts enemy level to player level I've ever played, from the original Bards Tale on, you simply rush the enemy, swords swinging, because the game is adjusted to you. There are no challenges you're not supposed to handle with simple rusher wammot tactics, no enemies out of your league, because it's all been adjusted so that an average gamer should have no problem killing them. And you can't increase the difficulty by going to a more difficult area, because there are none. |
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Progression and Gear: This is where GW met it's maker, in favour of a pvp orientated game they made gear reach a certain cap where it could improve no longer. Good for pvp, but it meant pve had to be pulled along solely by storyline and vanity items. This isn't good for PvE, and it leads to an inevitable decline in players because there's no way to better your character so once you've completed the storyline you're done.
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2)
get rid of the instanced maps, yes it reduces lag and minimizes the instances of KSing which is good (though KSing is really pretty infrequent) but it destroys the corner stone of mmo's in my opinion, being part of a world of other people. |