Incentivize returning to sub-80 maps

Incentivize returning to sub-80 maps

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Posted by: kaffaljidhma.1496

kaffaljidhma.1496

I used to think that turning magic find gear into sort of a deleveling set that auto-upgrades loot to high tier was the way to go, but really any mechanic that takes us out of cursed shore and puts us back into the other 95% of the world would be great. I don’t know the best way to do it, but I desperately want to help sub-80 people explore and experience the novelty of each region without feeling like I’m wasting my time.

The problem is that level capping is insufficient to bring high level players down to earth in lower zones. They can kill bunches of everything with ease, though there is currently no reason for them to do so other than to expedite map completion.

So what would be the best and most popular way to integrate endgame and progression play between newer and older characters in the greater variety of zones? Should older characters keep their stats and possibly trigger big bad events and bosses wherever they roam, or should they equip a God Hand style Kick Me sign as a sort of personal version of hard mode, where they’ll actually need the help of level appropriate players? Should it be as simple as something like Nicholas the Traveler? What other ways can the material, karma, and gold gap be addressed?

Is there even really a demand for being able to go back to places like Metrica Province and Fireheart Rise, or was the gift of exploration enough exposure for everyone? Do you feel like you want to do some of those previous dynamic events or mini dungeons again? Would you like that more than new areas, or do you really not want to take a second look at the original world and lower level players and segregate yourselves into the ascended world?

Several people I’ve talked to seem to think it’s a good idea, but only numbers mean anything as far as real change goes. If it’s not a popular viewpoint, I’ll adapt.

Incentivize returning to sub-80 maps

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Posted by: Zahld.4956

Zahld.4956

Spawn higher level creatures and increase value of drops to compensate for increased difficulty when high level players are in low level areas. The number of higher level creatures should adjust to the number of high level players present. This will give incentive for high level and low level players to play together in low level areas. If this works in a way where creatures spawn with levels adjusted to player level then any map would potentially level itself according to the level of players in the map and make every map potentially a high level map except it would stay its intended level unless high level players were present. Sort of a dynamic creature leveling for each map.

Incentivize returning to sub-80 maps

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Posted by: kaffaljidhma.1496

kaffaljidhma.1496

Of course, that presents the practical problem of low level players not being fully able to contribute to level 80 infused events as much as endgame players are able to help (or inconvenience) the lower level players. I would like to see how that actually works out and if this fear is unfounded, since people were willing to put up with the fire elemental, which was obviously out of the skill level normal for the rest of Metrica Province (also see Oola’s lab).

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Posted by: Electro.4173

Electro.4173

Oh yes, lets spawn level 80 events in low level areas to cater to high level players so that low level players can do .001% of the enemy’s total health a hit to those enemies and die instantly from every attack. Thats what low level players want, to feel completely useless against content in an area thats supposed to be for them just because a level 80 decided to wander in. Not useless in the way it is now, where level 80 players do more damage but low levels can still contribute as they normally would in the area, but useless in the way that they’re literally useless for all but supporting and watching the “big boys” handle it.

Just fix the damage scaling. A level 80 player with a level 80 weapon should do the same damage as a level 20 character with a level 20 weapon.

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Posted by: SarahTV.6470

SarahTV.6470

I don’t know about anyone else, but I have absolutely zero desire to adventure in Orr. I’m already working on Exploration Content in the lower level zones, because the end zone is too stressful and not attractive enough to keep me there.

I’d much rather be doing Ascalon and Shiverpeaks Content, than I do grinding out things in Orr.

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Posted by: tigirius.9014

tigirius.9014

Asked for this some time ago. Enhancements to the possible drops in these zones would help as well as scaling the drops from chests in these zones. Chests already have a long cooldown so it’s not like people could exploit them.

Balance Team: Please Fix Mine Toolbelt Positioning!

Incentivize returning to sub-80 maps

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Posted by: Minibiskit.6158

Minibiskit.6158

Just fix the downscaling. I hate going into low zones and 3 shotting mobs that used to be difficult to solo. The DE rewards are low, but seem appropriate considering how trivial the events can be.

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Posted by: rajule.8054

rajule.8054

Just fix the downscaling. I hate going into low zones and 3 shotting mobs that used to be difficult to solo. The DE rewards are low, but seem appropriate considering how trivial the events can be.

this^
you can already get gear your level in any level zone except from chests which should be fixed.. they just need to tweak downscaling so that its not stupid easy for higher levels.

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Posted by: kaffaljidhma.1496

kaffaljidhma.1496

So what do you guys think about:

The amount of loot that drops for downscaled players has been increased. You should now be able to receive level-equivalent loot until you are fighting at a downscaled level that is less than 2/3 of your actual level. You should also receive loot a greater percentage of the time as well as receiving a greater percentage of experience, gold, and karma. For level 80 characters, this means level 55+ areas will be able to drop level 80 gear and give about 75% or so of the other rewards. Previously, these areas would give level 77 gear at best and closer to 60% or so of your rewards.

I really like it and hope it will be an incentive for the population to spread out into more of the total map, though I would have appreciated a mechanic that put that number to 100%. If nothing else is done, this is really the best solution since downleveled 80s are way too powerful, as has been said. Nerfing Plinx helps, and it would be great to move some of the zerg farming into another map, for novelty at least.

Do you think this will be enough + new parts of the endgame map unlocked that nothing more needs to be done, or can that road stand more paving?

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Posted by: Nox Aeterna.2965

Nox Aeterna.2965

Players always seek most rewarding things. End.

They nerfing plinx will make player search and find the next event chain that gives best rewards and go there.

Only way to really spread people is the equal few chains. That would make people split into all of them.

But while 1 chain , dont matter which is it , is better , people will find it and people will farm it.

Gear Grind: Confirmed – Searching New MMO: Found – Changing MMO: Waiting Launch

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Posted by: rivurivurivurivu.3041

rivurivurivurivu.3041

Make the karma/gold/exp earned per event scale with your level, make “special bonus weekends” in some maps.

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Posted by: aliksyian.7642

aliksyian.7642

Fix downscaling. Make it so content that was challenging when you actually were the appropriate level is challenging when you return. Tell people who whine about not being powerful enough to learn to play better.

Dramatically reduce rewards for repeating the same event multiple times in the same time period. Like, cut xp/karma/money/drops in half each time you do the event per 12 hour period. Force people to move.

Allow level-appropriate drops no matter where you are. Allow resource nodes of any level to spawn anywhere. Don’t force me to go to Orr for fancy ore and exotics.

Lower drop rates for repeatedly killing the same type of monster. Raise drop rates for moving on to something new.

People who repeatedly do the same few events are missing the point of the game. Go. Explore.

Get rid of magic find as a stat because it is toxic, encourages farming, and reinforces an anti-casual “the rich get richer” problem.

Not that it matters since I’m taking a break over the ascended gear bs, but those are some ideas.

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Incentivize returning to sub-80 maps

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Posted by: kaffaljidhma.1496

kaffaljidhma.1496

Fix downscaling. Make it so content that was challenging when you actually were the appropriate level is challenging when you return. Tell people who whine about not being powerful enough to learn to play better.

Dramatically reduce rewards for repeating the same event multiple times in the same time period. Like, cut xp/karma/money/drops in half each time you do the event per 12 hour period. Force people to move.

Allow level-appropriate drops no matter where you are. Allow resource nodes of any level to spawn anywhere. Don’t force me to go to Orr for fancy ore and exotics.

Lower drop rates for repeatedly killing the same type of monster. Raise drop rates for moving on to something new.

People who repeatedly do the same few events are missing the point of the game. Go. Explore.

Get rid of magic find as a stat because it is toxic, encourages farming, and reinforces an anti-casual “the rich get richer” problem.

Not that it matters since I’m taking a break over the ascended gear bs, but those are some ideas.

I dunno about the drop rates for killing the same type of monster (people in ascalon would find that a bit hard) but the penalty for killing monsters in the same area could be a lot steeper in exchange for better drop tables when you get more bonus xp.