Showing Posts For Top Gun.3689:
I’ve always had a problem for players on the red team on WvW. The color red is used to display enemies in the UI, whereas blue and green colors are used to display friendlies in the UI therefore players will tend to target the red players and things may go wrong.
Here’s what I suggest the team colors should be:
Yellow(#FFFF00),
Fuchsia(#FF00FF), and
Aqua(#00FFFF).
These high visibility colors should make players stand out more as a benefit, and there would be less players targeting the wrong team.
Before you read this: Yes, I have searched the forum for topics on level scaling, but none turned up.
We all should know by now that whenever a player of a high level enters an area designed for lower levels, the stats of the character would be lowered to whatever level the area is. I can understand why the developers would want a mechanic like this, to make low level areas still challenging to higher level players. However, this mechanic tends to be risky as it never really quite works how the devs would’ve wanted it to.
The very first problem with level scaling is that it instantly removes the sense of accomplishment to the player, as all the time spent grinding the XP farms would’ve gone to waste since they’re almost no different to what they were when they started playing the game, so the real difference is being able to waste money on fancy weapons and/or armor.
Then there’s the XP gain scaling itself. Most forms of XP gained are also scaled to the players level so that leveling would always take the same amount of time. While this can be considered a good mechanic, there are flaws with this system. Firstly, when anyone completes an event, regardless of difficulty, the player will be rewarded with a small chunk of XP filled in their bar. This means that people will tend to farm the easy events instead of the more challenging events since there really isn’t much of a point, even if someone who is level 10 and enters a level 20 event succeeds in the event, he will still be rewarded as if they were still level 10, which removes the point of attempting the more difficult events/challenges and causes overpopulation on the dreadfully easy events for the purpose of farming XP.
The flaws of this level scaling system can also be explained from the purpose mentioned at the top of the post. If the devs wanted to keep the game challenging to higher leveled players, then they should’ve created more areas designed for higher leveled players.
Then there’s the armor repair costs. Yes I know that when you’re high enough level you’re supposed to be punished more for dying, but this clearly doesn’t apply, since your stats get watered down to the equivalent of a wet noodle. It would make more sense for armor repairs to cost to whatever the repair fees were for that certain level. Seriously, because the same boss that one-shotted you before one-shots you now you have to pay a larger fee because your “true” level is higher?