Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Dynamic level adjustment for Zones (like GW2)
One of my biggest gripes with many MMOs is the trolling of high level characters in low level zones. Nothing ruins immersion more then having your adventuring interrupted by a character who's at max level come waltzing through an area slaughtering everything in sight. You then have to stop and wait around for everything to respawn and pray that you don't get overwhelmed if everything respawns at once. How many times have you seen a rare creature appear/boss come up on your radar, and as you slowly fight your way to where they are, a max level character goes flying past you, ignored by all the surrounding mobs to one shot the rare creature/boss? Same thing for PVP. I have no problem with PVP, but at least give me a fighting chance to either fight back or escape. One of the most common trolls is to take high level characters into a newbie area and start slaughtering unsuspecting new players who have no chance at all. Talk about ruining immersion.
My suggestion is to have dynamic leveling for zones like they have in GW2. Where every zone has a certainly level range and when you go into a lower level zone, you are automatically scaled down in power to that range. It would resolve many issues.
- There would always be a challenge for people no matter what zone they go to. While people with their epic godlike weapons would still be able to kill things effortlessly, it would still take a couple hits instead of one shoting everything. This also means you could continue to explore lower level zones you may have out leveled and still have a meaningful experience in them.
- Rares or area bosses would still pose a challenge no matter what level you are and it would give more time and opportunity for other players to assist and get credit for these battles.
- PVP would be a little more fair. If you are always going to be within 5-10 levels of someone, it means that you will always have a chance to either fight back or escape with your life. I don't care about what the penalties are for PVPers, nothing makes me quit a game faster than being slaughtered by someone 50 levels higher then me. It destroys immersion and my interest in a game.
- Caravans for lower level characters would actually stand a chance if they didn't have to worry about being trolled by a high level character one shoting all the guards and yourself.
My suggestion is to have dynamic leveling for zones like they have in GW2. Where every zone has a certainly level range and when you go into a lower level zone, you are automatically scaled down in power to that range. It would resolve many issues.
- There would always be a challenge for people no matter what zone they go to. While people with their epic godlike weapons would still be able to kill things effortlessly, it would still take a couple hits instead of one shoting everything. This also means you could continue to explore lower level zones you may have out leveled and still have a meaningful experience in them.
- Rares or area bosses would still pose a challenge no matter what level you are and it would give more time and opportunity for other players to assist and get credit for these battles.
- PVP would be a little more fair. If you are always going to be within 5-10 levels of someone, it means that you will always have a chance to either fight back or escape with your life. I don't care about what the penalties are for PVPers, nothing makes me quit a game faster than being slaughtered by someone 50 levels higher then me. It destroys immersion and my interest in a game.
- Caravans for lower level characters would actually stand a chance if they didn't have to worry about being trolled by a high level character one shoting all the guards and yourself.
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Comments
Dynamic leveling has another added bonus of making all zones relevant. That way there's no need to be constantly be moving to the "endgame content". You can has challenging combat wherever you go.
The regions and zones level up as the players level their nodes.
All the zones and regions are dynamic rather than static.
it's definitely not going to be like GW2 or any other previous MMO.
Dygz, are you thinking that zones with outposts will be the lower leveled zones and zones with metropoli are the high leveled zones? That would be pretty weird, players would then have to start in different places based on the history of the server! This isn't the impression I got from what I've seen so far.
For PVP/caravans, it's going to be a big deal if a max level caravan strolls through a low level area. The lower levels folks won't have any chance of winning.
[quote quote=19978]Never liked GW2 dynamic levels, didn’t give a sense of progression to me.
[/quote]
I've heard this argument before. And, if by "progression", you mean a "gods walking amongst mere mortals" feeling, and just mercilessly curb stomping anything that happens to cross your path, than no. Dynamic progression negates all that. But, to say that it didn't give a sense of progression is false, imo. For example, a lvl 40 character going into a lvl 10 zone, wouldn't be a lvl 40 character. But, they wouldn't be a regular lvl 10 character either. They would be more akin to an "elite" lvl 10 character, so to speak. Plus, this allowed player to play with, and help, lower lvl friends, without ruining the experience for them.
Not sure how that kind of system would work with all the complexity's of Ash's node systems, but I would definitely be open to it, as a viable additional option to the game.