25 okt 2014 – PinkDay in LA
(edited by Arghore.8340)
did I just break this thread … ah apparently a post on the next page fixes this bug…
(edited by Arghore.8340)
I’m not sure I got the memo that that scaling down feature was ever designed to make “All areas into end-game content”…..where did you guys READ this as how it was suppose to be?
To be honest, I think the reason it’s NOT like this is because they have plans for this kind of “feature” in another form for the future…..(Hardcore mode).
@Arghore
This might seem like strong criticism of your idea, but frankly it doesn’t quite solve anything. The developers can simply impose a specific level cap for everyone and get the same results. Besides, it’s mostly how much gear is scaled down that determines your effectiveness, but I can see the rough idea behind how varied scaling could be done depending on your level vs the imposed level of the area. It’s just not quite what is needed vs what is being done in the game currently (IMO).
I’m not sure I got the memo that that scaling down feature was ever designed to make “All areas into end-game content”…..where did you guys READ this as how it was suppose to be?
To be honest, I think the reason it’s NOT like this is because they have plans for this kind of “feature” in another form for the future…..(Hardcore mode).
Here ya go: https://www.guildwars2.com/en/news/the-endgame-reimagined/
@Leo, well, imposing a strict level to everybody doesn’t take into account that lvl’ing as well as certain level restricted power upgrades (mainly traits, but also elite), increases the output power of the character; a general level restriction ( for example setting everybody to halve the level of the area ) will make the area tougher for character levels closer to the level of the map, and may still make it trivial for lvl80s.
And because I personally think that during levelling you should still feel that increase in power when you go slightly back (say you are lvl60 and you go to a lvl40/50 area), you should not feel like a lvl45, though being a lvl48 will feel like you are stronger than the lvl40 stuff but level appropriate for the higher level stuff. Though when you are lvl80 and go back to that lvl40/50 area you have all your trait points, your elite traits, 20 more levels of experience, also likely that you have ascended trinkets, and exotic gear. So going back to a lvl45 will mean that general stat wise (HP & Armour) you are a bit vulnerable for the level, but with all that extra stuff, you will likely feel (output) like that lvl60 going back, yet due to the scaling (HP) it will feel a bit more risky…
These are things you can build in with a sliding scale, where as with a fixed level setback it remains a hit and miss (aka. for some levels you will hit the right feel, but others will either be to hard or to easy still).
In regards to that article, tnx for the link, if you do not want to read it, here the quote that specifically mentions this system, and it’s goal…
We keep each map interesting thanks to the level adjustment system, which removes the ability for higher-level characters to enter lower-level maps and trivialize the content. You’ll still be more powerful in lower-level zones because you have more traits, skills, and gear, but the level adjustment system will insure that the monsters give you a proper fight.
And the only real way to make you feel more ‘powerful’ yet still have ‘a proper fight’ is to make your base stats scale down more, the bigger the level difference is. The powerful feel will be determined by your output, yet the ‘proper fight’ would come from the risk that is imposed upon you by the base stats that come with the scale down.
(edited by Arghore.8340)
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