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  1. #1
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    Millybonk's Avatar
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    Lalamia Millybonk
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    Quote Originally Posted by galbsadi View Post
    Eh, SWTOR did that...and it's really not impressive. Basically, to balance things out, it has the effect of you basically becoming weaker as you level unless you remain overgeared throughout.
    Either I wasn't precise enough or you misunderstood:
    • The current scaling-tech is used to scale everyone down to the level of a certain instance, e.g. Satasha
    • I want the opposite: scale every mob/instance difficulty up to set level of e.g. 60/70/80: that way you have fixed vales to scale towards, and a lvl 80 player could play e.g. a lvl 80 Aurum Vale which rewards lvl 80 items + tomestones
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    Last edited by Millybonk; 08-13-2019 at 12:12 AM.

  2. #2
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    Nariel Cendrenuit
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    Quote Originally Posted by Millybonk View Post
    Either I wasn't precise enough or you misunderstood:
    • The current scaling-tech is used to scale everyone down to the level of a certain instance, e.g. Satasha
    • I want the opposite: scale every mob/instance difficulty up to set level of e.g. 60/70/80: that way you have fixed vales to scale towards, and a lvl 80 player could play e.g. a lvl 80 Aurum Vale which rewards lvl 80 items + tomestones
    And since when lv 80 dungeon are challenging content ?

    And the actual scaling don't work the other way around, the monster don't get any changes, neither are the bosses, only the players get their stat low down to a certain extent, our gear still break totaly the balance and make them a faceroll anyway.

    You ask for something totaly new that would require a lot of work.
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  3. #3
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    Quote Originally Posted by Nariel View Post
    And since when lv 80 dungeon are challenging content ?

    And the actual scaling don't work the other way around, the monster don't get any changes, neither are the bosses, only the players get their stat low down to a certain extent, our gear still break totaly the balance and make them a faceroll anyway.

    You ask for something totaly new that would require a lot of work.
    The first few times, after that's it's grinding the same 3 dungeons until you don't need item drops/tomestones.

    I know, but for the current scaling to work they have to have numbers about enemy HP, enemy damage, player damage, thresholds when you unlock certain abilities etc. - or else a lvl 80 ilvl 440 would just melt everything in sight, even when scaled down.
    Which is why I ask the opposite: using e.g. a lvl 80 ilvl 430 as the base of comparison in terms of HP/damage done and scale mobs/bosses up accordingly.
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  4. #4
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    Quote Originally Posted by Millybonk View Post
    The first few times, after that's it's grinding the same 3 dungeons until you don't need item drops/tomestones.

    I know, but for the current scaling to work they have to have numbers about enemy HP, enemy damage, player damage, thresholds when you unlock certain abilities etc. - or else a lvl 80 ilvl 440 would just melt everything in sight, even when scaled down.
    Which is why I ask the opposite: using e.g. a lvl 80 ilvl 430 as the base of comparison in terms of HP/damage done and scale mobs/bosses up accordingly.
    No, there not. They get destoyed instantly. They are as easy as a dungeon can get and its fine, they fill their role.

    As interesting as it is its still require enormous amout of work and dev time they would have to take on new content they planned. So you basicaly ask for less new content to make the already stale content barely less boring.
    (6)

  5. #5
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    galbsadi's Avatar
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    Quote Originally Posted by Millybonk View Post
    Either I wasn't precise enough or you misunderstood:
    • The current scaling-tech is used to scale everyone down to the level of a certain instance, e.g. Satasha
    • I want the opposite: scale every mob/instance difficulty up to set level of e.g. 60/70/80: that way you have fixed vales to scale towards, and a lvl 80 player could play e.g. a lvl 80 Aurum Vale which rewards lvl 80 items + tomestones
    That sounds exactly like I understood it, and, as I said, SWTOR does that.

    Here's what that leads to:
    • Lv15 Satasha stays exactly how it is for lv15 players (as it should)
    • At higher levels, you learn new abilities that create combos that increase your potencies of various attacks/spells/what have you
    • In order to not make mobs trivial at higher levels, either (a) they receive buffs to higher level players that makes them require more abilities to take down than the lv15 player needed...or (b) the lv15 player is also buffed so that they can take them down with fewer abilities.
    • The lv15 player ends up being stronger in Satasha than the lv30/50/60/70/80 player, able to take down the same mobs with a 1-2 combo that the other player might need a couple 1-2-3 combos and a dot kept up and a buff maintained.
    • But wait, there's more! The lv15 player isn't expected to necessarily have all their slots filled, either! Maybe not all the jewelry is in yet (ignoring the new starter jewelry), expected stats in a slot are +1 main stat/+1 offstat (yet +5 all main stats exists).
    • In order to keep this consistent, maybe at lv50 the mobs scale to ilvl120ish (so as to not be faceroll a la MSQ roulette), and at lv60 they scale to ilvl260ish, etc.
    • Yet again, the lv15 player is significantly more powerful than the lv50/60/70/80 player (until geared), and further, upon hitting certain points you have massive strength drops (49 -> 50, 59 -> 60, etc.)

    This is also what they did in WoW (and is exactly why lv101 twinks were a thing in Legion and lv110-111 twinks are a thing in BFA). (Granted, that doesn't apply in FFXIV as much b/c we don't have a way to turn off experience).

    I maintain that I'm really not a fan of that system. I much prefer what they did in FFXIV, scaling us down (and even then they give higher level players more leniency to where we're still more powerful than the leveling characters). Could they tweak rewards? Sure, and that might help. However, scaling the content up would not, IMO, work so well as you think.

    That said, what I think you're actually looking for isn't necessarily for the mobs to be scaled up, but for us to not lose half our buttons when we get a low-level dungeon in leveling roulette, etc. I think that's a valid complaint, but the better solution is to rework our abilities to make combat more interesting at lower levels (a la how they changed the tanks in 5.0, for example).
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  6. #6
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    Quote Originally Posted by Millybonk View Post
    Either I wasn't precise enough or you misunderstood:
    • The current scaling-tech is used to scale everyone down to the level of a certain instance, e.g. Satasha
    • I want the opposite: scale every mob/instance difficulty up to set level of e.g. 60/70/80: that way you have fixed vales to scale towards, and a lvl 80 player could play e.g. a lvl 80 Aurum Vale which rewards lvl 80 items + tomestones
    Would a level 80 player be running the same instance of Aurum Vale as a level 49 player? If so, then you're just advocating for level sync to not remove your abilities, and there's one or more threads dedicated to that discussion. If not, then you're asking to segregate the player base, and that's just not how dungeons work in FFXIV's endgame where they want you to play with lower level players.
    (3)

  7. #7
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    Quote Originally Posted by linay View Post
    Would a level 80 player be running the same instance of Aurum Vale as a level 49 player? If so, then you're just advocating for level sync to not remove your abilities, and there's one or more threads dedicated to that discussion. If not, then you're asking to segregate the player base, and that's just not how dungeons work in FFXIV's endgame where they want you to play with lower level players.
    I specifically talked about content being scaled up for lvl 80 players, and yet here you are asking a question which clearly shows you didn't even read my comment.

    Everything stays the same, but lvl 80 players would get the option to do a dungeon scaled to lvl 80 and/or a separate roulette for it.

    Just speaking from an efficiency point of view: for most of the MMORPGs I play you play their huge list of instanced content only once, and after that you're doing the same current endgame instances over and over, while every other instance outside of the endgame ones is instantly obsolete except to farm mounts/glamors/achievement titles etc.

    For me that's almost an insulting level of inefficiency.
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  8. #8
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    Quote Originally Posted by Millybonk View Post
    I specifically talked about content being scaled up for lvl 80 players, and yet here you are asking a question which clearly shows you didn't even read my comment.
    Because what you've said earlier doesn't answer my question. You can scale content to individual players, like in WoW, and have them run the same content at the same time.

    Everything stays the same, but lvl 80 players would get the option to do a dungeon scaled to lvl 80 and/or a separate roulette for it.
    Ok, so it's the second option of scaling where you're segregating the player base. Like I said, I'm not sure if that would fit with how FFXIV works.

    Just speaking from an efficiency point of view: for most of the MMORPGs I play you play their huge list of instanced content only once, and after that you're doing the same current endgame instances over and over, while every other instance outside of the endgame ones is instantly obsolete except to farm mounts/glamors/achievement titles etc.

    For me that's almost an insulting level of inefficiency.
    In my point of view, roulettes (and sometimes relic) are reason enough to do those older contents.

    And as for "insulting level of inefficiency" … how about, get over yourself? LOL. Sorry, I don't know how else to take that statement.
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