funcom at this point might as well put in a global channel), so you couldn’t even find people via chat besides sitting in agartha (if they go through the effort to begin with). you hardly ever see anyone, chat is dead silent (new players won’t know about sanctuary, or install the mod so they don’t have to join constantly. ![]() While the lower zone population cap certainly works for atmosphere, it also makes the game appear quite dead. it’s obviously an issue else people wouldn’t talk about it in chat or go out of their way to sign up here and make a post about it. It’s also less about loot or “just run elite, lawl” (which completely misses point), but how it looks to new players and it’s effect. kill xp is hardly relevant and the mission rewards is just another number. loot comes mainly from chests with their own loottable, gear has no levels either (besides some talisman slot unlocks but adjusting the loottable is hardly difficult, and it’s not like you have to bother with it to begin with). it’s not like SWL has a complicated setup to begin with. ![]() even before that it’s not like levels have any impact (should’ve been removed with the relaunch anyway, but that’s another discussion)… once you hit SD there’s a good chance you’ll outlevel parts of the zone already, then it takes even longer to enter cotsg now that last train to cairo is part of the story, so when you finally enter the city you’ll be 50 or very close. Worse, leveling has been always been pretty pointless for over half the game. ![]() There are plenty of roadblocks in the game already in form of story progression, expertise and fusing items (having to sell them for shards so you can fuse to begin with puts another dampener of progressing too fast). It’s just math and there are plenty of examples in other games how it can be done, funcom doesn’t have to reinvent the wheel. The cost/benefit ratio is immense because certainly costs much less than paying for new assets and recording voicelines while keeping new players in the game. I don’t think it’d work well though, because people would still be lacking the incentive to run them. That way, no one could over gear anyone else, and it’d use existing game systems. I don’t think that there’s a simple answer though (and scaling dungeons certainly wouldn’t be simple).Ībout the only shortcut I can think of would involve making all story mode dungeons elite 1, and then buffing everyone with equal footing, then have rewards that relate to your personal IP like opening caches does, but capped at a lower amount than elite 1. It’d be good to introduce more new players to the dungeons so that they can experience the story and be exposed to the mechanics of using keys for loot. So it doesn’t do well on the effort:reward ratio for the developers. The amount of effort required to create some kind of downscaling would be pretty high too. The difficulty level of the fights on story mode isn’t high enough to slow people down if they know what they’re doing. If it was incentivised with rewards, there’d then be the problem of experienced players doing speed runs, skipping cinematics etc where newer players would be wanting to watch stuff (as was seen with some lower elite brackets). There’s an issue with a low population of levelling players, but even if everything were downscaled, people at the top of a dungeon’s bracket will still rip through it fast. Story mode dungeons only needing 3 people without any roles is a good way to help speed up queues. That means that you don’t want levelling players to advance their gear too fast, or they’ll hit the level roadblock too soon, and won’t get any more gear progression until they reach 50. ![]() They don’t give great xp, and the distillate rewards are limited by the fact that you can’t fuse gear to epic until level 50. Part of the problem is that the story mode dungeons main purpose is telling the story.
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