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  1. #3
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    Room for me to expound on the above posts and reform ideas as necessary.
    <brainstorming with myself in public until further posts are introduced>

    edit 2012/01/09 starting at 14:52 EST (with intermittent RL segues)

    I apologize if this was discussed somewhere in the forum before. Such a previous topic did not reveal itself easily when searching for content scaling. I'm viewing this differently than a downscaling level sync or equipment sync, but an upscaling and balancing of monster attributes and *possibly* item rewards.

    If SE continues to focus on releasing content to challenge the current end-game community, there will be quite a few things for Level 50 players to do. If a level cap is implemented, such as Level 60, would the current Level 50 content be desired? Is it expected that nearly all current content will vanish in 2.0 or if it will be restructured to fall in line with the 2.0 vision?

    This is where I'm going on an unfabulous asshumption that Ifrit, Moogles, Garuda, Legatus, Darkholm, and such will find it's way into 2.0 as Level 50 content. Whether as an echo from the past, altered to make sense in the 2.0 plot, or ... whatever have you. Again, re-emphasizing: unfabulous assumption.

    Incentive: The rewards without scaling may not be as attractive. Would you, personally, stop to run a primal fight several times for a weapon or just level up to 60 in an EXP party and gear up then?

    On loot scaling, this may be difficult to balance without rendering most items obsolete. If your Level 30 Dungeon Weapon scaled upward to be useful to you at Level 50? One would not need to replace their gear at this point, but continue running the same dungeon.

    Concern: A party of Level 60 players will have a large level advantage over enemies, significantly reducing the intended challenge.

    Concern:
    A large amount of instanced content for Level 45~50 to perform, with a gap between Level 25~30 and only an open-world dungeon before. Which may get unused by current players or reduced incentive for current players to aid newer players coming through up the ranks.

    Fantasizing: A mixed party of low-levels, mid-levels, and high-levels join together against a mid-level instanced dungeon. Through some unknown mechanic, all characters perform at a heightened baseline (increased HP, MP, dLvL ignored) for the duration of the instance. Where the higher level characters have the benefits of better gear, stats, abilities, and traits. Ah shoot... I need to step away from this for a moment... This is getting unfabulously more complicated than I initially brainstormed... *gets a Thundaga to the Mind*

    edit 2012.01.10 @ 15:08 est: Reference on why I even considered this happy nonsense. Was playing the Old Republic of Windurst in instanced PvP, where lower levels were boosted in their abilities and could actually hurt, debuff, and stall higher levels from map objectives. With some teamwork against a lone max level, pull a combat victory. Max levels had advantages due to more HP, wider array of abilities, higher rank abilities, better gear, overall dealing more damage and taking less, etc. But sloppy tactics at max level may not save you against a few low levels who play well together. No level brackets for these instanced PvP sessions. Veteran, new, and everything in between, playing together and capable of contributing sums.

    I considered what would happen if this was somehow executed for PvE content. What type of system would have to go in place for this. Level capping instanced content and equipment downscaling is probably the easier route to take with only the rewards of the downscaled challenge. T'was considering a different end of the spectrum with the upscaling.
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    Last edited by Fiosha_Maureiba; 01-11-2012 at 05:27 AM. Reason: brainstorming and hurting