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So I know I'm in the minority....

124

Comments

  • faxnadufaxnadu Member UncommonPosts: 940

    so in a nutshell op wants to be noticed as by level number to new players at starter maps. cause scaled down level only shows you the level of heart area you are currently in and green arrow down.

     

    lame, and id say downscaling is very good idea whatever way you think its not.

  • SaintPhilipSaintPhilip Member Posts: 713

    Torn on the issue-

    I HATE level scaling- It really ruins a game IMHO. Games like Skyrim and Oblivion will never have the "Epicness" of Morrowind and daggerfall because of this reason. Not because you can "1 shot" enemies in previous zones- But because there are area which you can enter and be completely destroyed if your stealth fails. No chance in Hell of winning. BUT if you are careful and travel these areas with care you can find fantastic treasure-

    But I digress, because I am speaking of Single Player games. Thus far GW2 is the only MMO I have seen with level scaling. And it works (for GW2) although not as well as I would like.

    Sio yeah- Really torn on the issue. I hope this doesnt end up being copied top where it become a cheap way of always having "content" and I fear this will happen. As it stands though, it works well in this game.

     

  • eggy08eggy08 Member Posts: 525
    Originally posted by m0lly

    so in a nutshell op wants to be noticed as by level number to new players at starter maps. cause scaled down level only shows you the level of heart area you are currently in and green arrow down.

     

    lame, and id say downscaling is very good idea whatever way you think its not.

    Bet he wants his own open world PvP server or WvW map that doesn't scale up everyone either, so he can feel special...

  • sbantingsbanting Member Posts: 238

    For me the down scaling is a great feature, allows me to get those final hearts in the area that I've missed, and help my mates with my main, even though they just started the game. I don't have to roll a new char, they get the same xp, I get xp, and we have a great time, like I just rolled a new char with them.

    The problem with the down scaling is that it does it based on your level, so if you are in gear lower than your level, then are down scaled, it then becomes harder than it did when you were that level. Well this is what I'm finding, I can pick up 2-3 mobs my level, and live, its close, but its ok, this is in gear 10 levels lower than me, as I've not found gear thats good, but also haven't crafted my new gear yet. I then go to a place suited for my gear, so a place 10 levels lower than me, to finish that last POI or Vista, then get owned by 3 mobs, literally owned! So either its easier as you level, or it down scales your armour in relation to your level, and not by, "typical stats expected at lvl x."  If what I think is true, then I hope it gets changed, as it gets annoying finding lower level mobs harder than normal level.

    image

  • CorehavenCorehaven Member UncommonPosts: 1,533
    Originally posted by Fendel84M
    I think the real solution is a change of mentality. In most games that arbitrary number equates to automatic skill. But even a seasoned hit man can get shot in the back by an accountant with a pistol permit. The point is, in gw2 your guy isn't immortal. Your gear doesn't make you god.

    It's always been pretty unrealistic
    That you could stand toe to toe with a dragon that would obviously just step on you if it even noticed you. It's the equivelant of a spider killing a human by stabbing it with a tooth pick. Point being, I know you're used to being face rolling overpowered but gw2 is trying something different. I think I and many others
    Don't want to see that vision compromised. There are plenty of games that do what you ask.

     

    I agree with this.  I feel that going back to a newbie zone and one shotting things is unrealistic.   I really love the way GW2 is doing it.  Going back to an old zone is dangerous still at a high level, but easier than it was when you first plowed through it. 

     

    I'll make the analogy regarding realism as simple as I can. 

     

    Take a martial arts student.  In the beginning he might have trouble fighting just one opponent.  Much later on he might be able to take on three or four at a time.  That however in no way means that one opponent alone is not still very dangerous.  If he messes up, or is having an off day, one regular guy might get in that knock out punch and its over.  This is despite the fact he can normaly handle three opponents pretty well. 

     

    Or take a knight.  When he was a squire one bandit could have killed him easily.  A hard fight it would be.  Later as a knight with a lot of weapons training, he could probably take on one or two bandits or even several.  But that is not to say one single bandit with a lucky spear lunge might really stab him in the throat at some point. 

     

    See?  That's just reality and that's how GW2 does it.  I like that very much. 

  • TwoThreeFourTwoThreeFour Member UncommonPosts: 2,155
    Originally posted by Bladestrom
    If the political system I'm rf worked it would not the large scale probmls (and flaws) in it community play and spirit.

    I suppose you mean "not have the" rather than "not the"? What problems did you perceive it to have that stem from the political system?

  • TwoThreeFourTwoThreeFour Member UncommonPosts: 2,155
    Originally posted by Corehaven
    Originally posted by Fendel84M
    I think the real solution is a change of mentality. In most games that arbitrary number equates to automatic skill. But even a seasoned hit man can get shot in the back by an accountant with a pistol permit. The point is, in gw2 your guy isn't immortal. Your gear doesn't make you god.

    It's always been pretty unrealistic
    That you could stand toe to toe with a dragon that would obviously just step on you if it even noticed you. It's the equivelant of a spider killing a human by stabbing it with a tooth pick. Point being, I know you're used to being face rolling overpowered but gw2 is trying something different. I think I and many others
    Don't want to see that vision compromised. There are plenty of games that do what you ask.

     

    I agree with this.  I feel that going back to a newbie zone and one shotting things is unrealistic.   I really love the way GW2 is doing it.  Going back to an old zone is dangerous still at a high level, but easier than it was when you first plowed through it. 

     

    I'll make the analogy regarding realism as simple as I can. 

     

    Take a martial arts student.  In the beginning he might have trouble fighting just one opponent.  Much later on he might be able to take on three or four at a time.  That however in no way means that one opponent alone is not still very dangerous.  If he messes up, or is having an off day, one regular guy might get in that knock out punch and its over.  This is despite the fact he can normaly handle three opponents pretty well. 

     

    Or take a knight.  When he was a squire one bandit could have killed him easily.  A hard fight it would be.  Later as a knight with a lot of weapons training, he could probably take on one or two bandits or even several.  But that is not to say one single bandit with a lucky spear lunge might really stab him in the throat at some point. 

     

    See?  That's just reality and that's how GW2 does it.  I like that very much. 

     

    That would be fine if there also was a relevant death penalty.

  • Sora2810Sora2810 Member Posts: 567

    If you consider it on a deeper level, I understand how you feel about being the heroic one-shotter. A foe you could barely triumph, six weeks later becomes food for you. It does give you a sense of power that can be absent when you level. However, not everyone can and should be the legendary one-shotter. I enjoy the aspect of scaling. I also like that even when you hit 80, you still come to level 14 world bosses and gain rewards you need. It makes an even spread zone for everyone in every level. You normally see flow charts of levels, 40% are level 50 and in X area. With content scaling; they can go where they damn well please and knock that chart off the wall.

    TL;DR - I get the idea of one-hitting enemy's, but it leaves me with a sense of emptiness and mindless skill. Content scaling stil makes you powerful, but keeps it challenging at the same time.

    Played - M59, EQOA, EQ, EQ2, PS, SWG[Favorite], DAoC, UO, RS, MXO, CoH/CoV, TR, FFXI, FoM, WoW, Eve, Rift, SWTOR, TSW.
    Playing - PS2, AoW, GW2

  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432


    Originally posted by dreamscaper
    The one where God-mode isn't an important factor. I could care less about whether the game gives me some misplaced sense of superiority based on superficial factors such as levels.
    How about a game that gives you some misplaced sense of inferiority? Ever find yourself avoiding fights because of these superficial factors such as levels? What is good for the goose is good for the gander. In other words, if levels affect your gameplay negatively, why deny they affect your gameplay positively?

    Levels are a way of measuring your character's growth. When that is taken away, your character means less than they did before.

    Now, most of the time, I enjoy being down-leveled to the content. It keeps it interesting exploring lower level zones. But there are times when I wish I just did not have to worry about my surroundings or be on my toes every friggin' moment! Not too many resource nodes in the safe havens of the cities.

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432


    Originally posted by Gaia_Hunter
    Yes, level is a stupid archaic mechanic from a genre that required almost no mechanic player skill.
    So what is your suggestion? How would you like to see a game handle character progression?

    Like TSW, where the chat channels are filled with "Looking for ______ with 10.4 gear."?

    Maybe some skill-based system where the same thing will happen? Looking for a skill at or above some requirement?

    What do *you* define as "player skill"? Are you of the "real time combat" mindset? Do you equate a human being's manual dexterity and game intellect as character skill?

    Levels are archaic. Yet they work. Anything you come up with will be some arbitrary form of separating players' characters into some type of measurable "progression".

    Or are you of the mindset that games should start everyone at top tier and let them have at it? Maybe do away totally with any kind of character progression?

    I am not down talking these ideas. Just trying to figure out where you are coming from.

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • chefdiablochefdiablo Member Posts: 202

    I don't mind the down scale factor at all. The gear I get though is a bit disappointing. If I am exploring the starter areas and still get level 6 gear or level 15 gear it does diminish the value of that time spent.

    I also agree with the people that appreciate that the world remains relevant even after reaching max level. You will have advantages and privileges of being much higher in level, stats, and traits but the world is still very explorable.

    I really look forward to future patches and expansions of those areas.

    At no point do I feel "epic" or "Godly" if my gear and levels essentially turn me into an immortal. That kind of mechanic actually makes me realize how unrealistic the game actually is.

    I liked Skyrim for the same basic feature. The content was always challenging until I got the gear and skills to even the field. Even after leveling up a great deal there were still challenges until the "cap" was reached.

  • RokurgeptaRokurgepta Member, Newbie CommonPosts: 2,136
    Originally posted by Thillian

    Level scaling is the stupidies thing to have in an RPG, it kills the immersion and character progression.

    It favors FPS and console players that want the same difficulty all the time (i.e. system with no character progression). Level scaling is anti-RPG feature, it was the most hated feature in Oblivion. 

    Level scaling is a cheap way to balance the game world, in which developers can't otherwise bother with a reasonable level progression. Anet again took the easy way and it's ridiiculous to see that people actually call this an innovation. Incredible.

     

    This post is absolute proof you have no clue about this game.

  • RokurgeptaRokurgepta Member, Newbie CommonPosts: 2,136
    Originally posted by GeezerGamer
    Down leveling is a slap in the face as a reward for the work and effort you put into leveling. 

    Have you ever said a good thing about this game? Lot of time spent on a game you seem to not like in any way.

  • MetsisMetsis Member Posts: 66

    I don't get what you are talking about???

    Even with the level scaling with my lvl29 Warrior, I can pretty much "one shot" mobs in the 10-15 range. You need to use 2-3 abilities to take them down. I know it's not quite "one shotting" but it is pretty close.

    I like the scaling... I like how there can be and are "new" dynamic events going on in the lowbie zones you might have missed when you were there initially. I like it how you can participate in those and they still offer "some challenge" even when you are vastly over levelled. So you can help people out and see "new" stuff while going to old and familiar places.

    I suspect most of you are doing this to collect materials for crafting... I'm doing that at least. If it was one shotting and running from node to node, I would probably be complaining about it already. Not at that point yet though.

    I'm starting to smell troll here...

  • travamarstravamars Member CommonPosts: 417
    Originally posted by Rokurgepta
    Originally posted by Thillian

    Level scaling is the stupidies thing to have in an RPG, it kills the immersion and character progression.

    It favors FPS and console players that want the same difficulty all the time (i.e. system with no character progression). Level scaling is anti-RPG feature, it was the most hated feature in Oblivion. 

    Level scaling is a cheap way to balance the game world, in which developers can't otherwise bother with a reasonable level progression. Anet again took the easy way and it's ridiiculous to see that people actually call this an innovation. Incredible.

     

    This post is absolute proof you have no clue about this game.

    [mod edit]

    .I agree that lvl scaling is terible for any rpg. The point of an rpg is to upgrade your character with gear and lvl's so you can continue to fight harder enemys. Whats the point if you can fight the biggest boss on the game day one? It made Oblivion a joke to play. You could just run through the main quest and beat the game in a few hours.

  • MyrdynnMyrdynn Member RarePosts: 2,483

    what annoys me with this is that I am level 23 and get scaled down to do a level 21 event, I think it should only level down people who are above the suggested zone level 15-25 for example anyone outside that level would be scaled.

     

  • kaiser3282kaiser3282 Member UncommonPosts: 2,759
    Originally posted by travamars
    Originally posted by Rokurgepta
    Originally posted by Thillian

    Level scaling is the stupidies thing to have in an RPG, it kills the immersion and character progression.

    It favors FPS and console players that want the same difficulty all the time (i.e. system with no character progression). Level scaling is anti-RPG feature, it was the most hated feature in Oblivion. 

    Level scaling is a cheap way to balance the game world, in which developers can't otherwise bother with a reasonable level progression. Anet again took the easy way and it's ridiiculous to see that people actually call this an innovation. Incredible.

     

    This post is absolute proof you have no clue about this game.

    He wouldn't have to have a clue about GW2 to have that opinion. If you cant give a reason why he's wrong, why bother to post trash? You just look like a fanboi trying to get a little jab in but have no real thoughts on the matter.

    .I agree that lvl scaling is terible for any rpg. The point of an rpg is to upgrade your character with gear and lvl's so you can continue to fight harder enemys. Whats the point if you can fight the biggest boss on the game day one? It made Oblivion a joke to play. You could just run through the main quest and beat the game in a few hours.

    And just like the guy before you said... no clue about the game. Youre not scaling up to max level and fighting the biggest boss day 1. Theyre talking about scaling DOWN to content in the lower level areas. If youre 80 and go to a level 10 area you will be scaled down to level 10, but with the advantage of better stats on gear, all skills unlocked, and your Trait points / skills.

    You can take out mobs much easier when scaled down, but there is still a good risk of dying if you take on too much vs no level scaling where there would never be any risk of dying and you would 1 shot everything without a scratch on you.

  • BladestromBladestrom Member UncommonPosts: 5,001
    Being 2-3 levels above an event destroys the e, which means the events get destroyed in no time. No fun, and really unfair for others who want to enjoy the event. Ideal is balance to be same level or below at worst to maintain the challenge and to keep it interesting. The most reasonable stab at it is to aim for the mid point which is probably nearer the mark.

    rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar

    Now playing GW2, AOW 3, ESO, LOTR, Elite D

  • travamarstravamars Member CommonPosts: 417
    Originally posted by kaiser3282
    Originally posted by travamars
    Originally posted by Rokurgepta
    Originally posted by Thillian

    Level scaling is the stupidies thing to have in an RPG, it kills the immersion and character progression.

    It favors FPS and console players that want the same difficulty all the time (i.e. system with no character progression). Level scaling is anti-RPG feature, it was the most hated feature in Oblivion. 

    Level scaling is a cheap way to balance the game world, in which developers can't otherwise bother with a reasonable level progression. Anet again took the easy way and it's ridiiculous to see that people actually call this an innovation. Incredible.

     

    This post is absolute proof you have no clue about this game.

    He wouldn't have to have a clue about GW2 to have that opinion. If you cant give a reason why he's wrong, why bother to post trash? You just look like a fanboi trying to get a little jab in but have no real thoughts on the matter.

    .I agree that lvl scaling is terible for any rpg. The point of an rpg is to upgrade your character with gear and lvl's so you can continue to fight harder enemys. Whats the point if you can fight the biggest boss on the game day one? It made Oblivion a joke to play. You could just run through the main quest and beat the game in a few hours.

    And just like the guy before you said... no clue about the game. Youre not scaling up to max level and fighting the biggest boss day 1. Theyre talking about scaling DOWN to content in the lower level areas. If youre 80 and go to a level 10 area you will be scaled down to level 10, but with the advantage of better stats on gear, all skills unlocked, and your Trait points / skills.

    You can take out mobs much easier when scaled down, but there is still a good risk of dying if you take on too much vs no level scaling where there would never be any risk of dying and you would 1 shot everything without a scratch on you.

    My post was about rpg's in general. Never did i mention GW2.  [mod edit]

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by dlld
    Lower level mobs are still trivial just not to the point of doing 8950% of their hp in damage in one hit. If you go to the lvl 1-5 area you'll notice you kill mobs in about 2-3 hits.

    Some even in 1. But I do remember in AoC when my budy went AFK in a zone 10 levels below him, he still had XP in it. A mob were standing and beating on him for 15 minutes and when he went back he had almost all life left. Yeah he was a good specced tank but it is still beyond stupid.

    You will be more powerful when you get back to a lower level area, but you just cant sleep while playing. A good thing in my opinion.

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by travamars
    Originally posted by kaiser3282
    Originally posted by travamars

    He wouldn't have to have a clue about GW2 to have that opinion. If you cant give a reason why he's wrong, why bother to post trash? You just look like a fanboi trying to get a little jab in but have no real thoughts on the matter.

    .I agree that lvl scaling is terible for any rpg. The point of an rpg is to upgrade your character with gear and lvl's so you can continue to fight harder enemys. Whats the point if you can fight the biggest boss on the game day one? It made Oblivion a joke to play. You could just run through the main quest and beat the game in a few hours.

    And just like the guy before you said... no clue about the game. Youre not scaling up to max level and fighting the biggest boss day 1. Theyre talking about scaling DOWN to content in the lower level areas. If youre 80 and go to a level 10 area you will be scaled down to level 10, but with the advantage of better stats on gear, all skills unlocked, and your Trait points / skills.

    You can take out mobs much easier when scaled down, but there is still a good risk of dying if you take on too much vs no level scaling where there would never be any risk of dying and you would 1 shot everything without a scratch on you.

    My post was about rpg's in general. Never did i mention GW2. [mod edit]

    Still, the point about RPG is to roleplay, not getting better stats.

    Heck, my Call of Cthulhu (P&P) character didnt get much better and still had zero chance against a more powerful monster after all the time we played. And I still challenge anyone who say that this wasnt roleplaying.

    And you still will improve in GW2, just go back to a noob zone with your lvl 35 with the first crafted rare gear and you will rule it, it just wont get so silly so you can take down all mobs in the zone at the same time like in Wow.

  • ZylaxxZylaxx Member Posts: 2,574
    Originally posted by dais

    ....but does any one else besides me *not* like the level scaling in GW2?  Don't get me wrong, I understand what they were trying to go for.  You have the freedom to choose where you want to go to level, and if you are a completionist you can stick around well past the time you would normally have to leave a zone.  And on paper it sounds great.  When I was following Guild Wars 2 during development I was telling my wife "See, I can still play when you aren't online, but I can go back and help you and we will still be the same level".  In practice however I hate it.  If it's a feature that every player just absolutely loves then why not make it optional, like a prompt or checkbox?  My experience so far is only up to a 33 Warrior, so this may change later.   It really feels like there is zero incentive to level, and you don't *feel* like the epic hero of a story.  In other games there is a clear metric that you can see your character gaining in power because challenges in the past are now trivial to you.  All the explanations that have been given where people defend it say "It's boring to go back and one shot things, go team Anet!".  In case anyone has forgotten sometimes it's FUN to do that!  If you played WoW for a fair amount of time admit it, you went to goldshire and one shot Hogger and spat on his corpse.  And you did it because at that level he was hard, and he may have killed you.  It's fun to look back on things like that and say "Look how far I have come".  Also for a role playing game it's a huge immersion breaker.  You can be 'Rocktar, Slayer of Dragons, Warmaster of the Vigil', but you might be helping your level 13 buddy and get killed by a lvl 14 champion crab.

     

    TLDR:  As long as games have new and exciting content at max level for you to do then there is no need to have level scaling, and sometimes it's fun to roflstomp old content, because you earned that "Badass" title.

    I'll adress your TLDR section.  This is true but what game has exciting and fresh content at even a reasonable pace?  Answer; None!

     

    GW2 allows all the world to be endgame, I get it some people dont like it but I think alot do.  I love the fact that I can go visit a 1-15 zone and still be somewhat challenged and still get rewarded for being there.  I found a level 76 exotic last night in the Asura starter zone and sold it for 1.7 gold which is alot of money.  It might not be the best form of endgame but at least I have the potential to get rewarded.  In a typical game there is ZERO reason to go back to those zones and many times you are better off dropping those grey and green quests you outlevel, this is incentive enough for me to continue to play in any zone.

    Everything you need to know about Elder Scrolls Online

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    Next Flop: Planetside 2
    Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.

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  • aesperusaesperus Member UncommonPosts: 5,135

    Honestly.. with the range of lvls this game has, I think it's a very good thing.

    That said, personally I'd rather they had either no lvls at all, or a very low lvl cap like GW1 had. Maybe make traits unlockable via points (not unlike skillpoints) to keep the progression of character customization. I don't mind the lvls in this game, but I think the fact that they are there leads people to focus far too much on them, rather than the content and customization this game offers.

  • RokurgeptaRokurgepta Member, Newbie CommonPosts: 2,136
    Originally posted by travamars
    Originally posted by Rokurgepta
    Originally posted by Thillian

    Level scaling is the stupidies thing to have in an RPG, it kills the immersion and character progression.

    It favors FPS and console players that want the same difficulty all the time (i.e. system with no character progression). Level scaling is anti-RPG feature, it was the most hated feature in Oblivion. 

    Level scaling is a cheap way to balance the game world, in which developers can't otherwise bother with a reasonable level progression. Anet again took the easy way and it's ridiiculous to see that people actually call this an innovation. Incredible.

     

    This post is absolute proof you have no clue about this game.

    He wouldn't have to have a clue about GW2 to have that opinion. If you cant give a reason why he's wrong, why bother to post trash? You just look like a fanboi trying to get a little jab in but have no real thoughts on the matter.

    .I agree that lvl scaling is terible for any rpg. The point of an rpg is to upgrade your character with gear and lvl's so you can continue to fight harder enemys. Whats the point if you can fight the biggest boss on the game day one? It made Oblivion a joke to play. You could just run through the main quest and beat the game in a few hours.

     Coming from you I am not surprised to see you stick up for a person with no clue about this game. You lie about it in nearly every post. You clearly do not play it and you clearly post to be a hater of it. I have seen your posts and you are clearly a liar, clearly a hater and clearly clueless about the subject.

     

    He is wrong because he claims its a cheap way to balance the world. That is just a claim made by a poster with no clue. The game has level progression, the two of you claiming otherwise is just more proof of not playing the game and bashing for the sake of bashing. You cant fight the biggest boss on day 1. The fact you say this is just more reason why your posts about GW2 are trash at best. You do upgrade levels and gear to fight harder enemies, but when you go back to lower areas you cant one shot MOBs. Do you understand the difference? Or is looking like a clueless hater something you like to do? You do it well. Your posts are so full of misinformation one would think you just post without even reading about the game you post about.

  • laseritlaserit Member LegendaryPosts: 7,591
    Originally posted by aesperus

    Honestly.. with the range of lvls this game has, I think it's a very good thing.

    That said, personally I'd rather they had either no lvls at all, or a very low lvl cap like GW1 had. Maybe make traits unlockable via points (not unlike skillpoints) to keep the progression of character customization. I don't mind the lvls in this game, but I think the fact that they are there leads people to focus far too much on them, rather than the content and customization this game offers.

    My thought's as well.

    It would have been pretty cool to collect the traits through a class quest chain and forget about the level's all together. I also really like the concept of gathering the skill points through explration and challenges.

    "Be water my friend" - Bruce Lee

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