Flashfirez23 wrote: » The change made to prevent power leveling just made the game way less social and fun. I’d argue that it was a step backwards overall. I feel like not being able to play with friends or guild members due to this arbitrary change. Is not worth going this extreme in trying to prevent power leveling. The gaps in player levels are only going to get larger and only being able to group up with player 3 levels apart from you is insane! This is promoting antisocial behavior that is corrosive to Ashes’ vision. There needs to be ways higher level players and lower level players can play together without being punished or else this game is going to have some serious problems.
novercalis wrote: » Flashfirez23 wrote: » The change made to prevent power leveling just made the game way less social and fun. I’d argue that it was a step backwards overall. I feel like not being able to play with friends or guild members due to this arbitrary change. Is not worth going this extreme in trying to prevent power leveling. The gaps in player levels are only going to get larger and only being able to group up with player 3 levels apart from you is insane! This is promoting antisocial behavior that is corrosive to Ashes’ vision. There needs to be ways higher level players and lower level players can play together without being punished or else this game is going to have some serious problems. this is not promoting anti social. go socialize with non guildies members now!
Vhaeyne wrote: » If they really wanted to entertain the idea of party scaling. I would encourage them to do it the FFXI way over the WOW way. The basic concept in FFXI is that when you "sync" your party. You pick a member. In the case of what Tenguru said the level 25 would pick the level 8 as the sync target. The game then essentially makes Tenguru temporary level 8. With level 8 gear, abilities, and XP gains. In every aspect Tenguru becomes level 8 temporary. The reason why I would want this over the WOW way is because it would help to maintain the PvX nature of the game. You are accepting the risk of vulnerability for the reward of being able to help your friend. There would also have to be timers on jumping in and out of sync to prevent abuse in PVP. WOW sync method is kinda the opposite. The mobs just act as if you are on level and take and deal proportional damage as if you were the level of the mob. You get to be level 25 While fighting level 8 mobs. While I think the WOW system is less difficult to implement. It also means that a level 8 will be protected by a level 25. The integrity of low level pvp would be lost. I am not really for any scaling. I would just like it to be around 10 levels for level range in groups. If they really want to try it. FFXIs method makes the most sense to me for Ashes. Forgive me if my brief summary of these systems is not perfect.
Smaashley wrote: » We want to play with our friends, not random people...
Rinta wrote: » Can someone explain in details what exactly is wrong with social power levelling (higher level character helping lower level character), why would we want to prevent it at all? On paper, it abides by the goal of the game - making levelling a social experience. If the amount of experience lower level person gains scales proportionally to their level - i.e. whole of the earned experience stays the same, but lower level gains proportionally smaller part of it, while higher level gains more of it - then any significant gain they may have over level-appropriate grouping will be mitigated. Sure, with higher level person in the group they can go and challenge higher level monsters that give more experience. So make that higher level person get most of that experience (level-proportionate) and lower-level person get lower amount, proportional to their theoretical contribution. I imagine that would be the goal - to make this kind of skewed grouping roughly similarly efficient to having a larger group of lower levels, while still leaving it as a valid option.