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  1. #1
    Player
    Avatar von Fiosha_Maureiba
    Registriert seit
    Mar 2011
    Ort
    Ul'dah -> Gridania
    Beiträge
    2.044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Pikenier Lv 1

    Content Scaling, to be considered for future

    Shorter Version: When SE implements newer instanced content (2.0+), to allow the content to have its difficulty (and rewards) scaled based on the party that enters.

    Example: Party of 4, Level 50, enter Toto-rak (Level 25 Dungeon). Enemies and bosses have their "difficulty" increased to fight this party of Level 50 players. Enemies may drop more gil. Quests may provide bonuses to XP, gil, and seals. Treasure chests *may* provide improved items.

    Like this post if you like where this idea is going.

    edit#1, 2012.01.10: The reason I'm suggesting an upscaling versus a level cap and equipment downscaling was a shot at a reward incentive for higher levels. Although a level cap and equipment downscaling might work as well to encourage the beautiful rainbow of friendship that occurs. It would also maintain the risks of death, but unfortunately without the material reward incentive to accompany that risk (i.e. level 50 gear damage on death, could die multiple times, dungeon yields a level 30 weapon that player has already leveled).
    (35)
    Geändert von Fiosha_Maureiba (11.01.12 um 05:44 Uhr) Grund: incorporating some additional reasoning in initial post

  2. #2
    Player
    Avatar von Fiosha_Maureiba
    Registriert seit
    Mar 2011
    Ort
    Ul'dah -> Gridania
    Beiträge
    2.044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Pikenier Lv 1
    Like this post if you dislike where this idea is going.

    Reasons may include:
    *This feature is unnecessary.
    *This couldn't possibly work.
    *Bad experiences with upscaling such as Unlimited SaGa, Oblivion, or other game.
    *If high level players want to blast through lower level dungeons, that is their choice.
    *I'm posting in a reindeer costume and am not to be taken seriously.
    *Unmentioned here.
    (20)
    Geändert von Fiosha_Maureiba (11.01.12 um 06:02 Uhr) Grund: edit to increase font size and color so that there is reduced discrimination

  3. #3
    Player
    Avatar von Fiosha_Maureiba
    Registriert seit
    Mar 2011
    Ort
    Ul'dah -> Gridania
    Beiträge
    2.044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Pikenier 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.
    (2)
    Geändert von Fiosha_Maureiba (11.01.12 um 05:27 Uhr) Grund: brainstorming and hurting

  4. #4
    Player
    Avatar von Antanias
    Registriert seit
    Mar 2011
    Beiträge
    2.549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Pikenier Lv 80
    <--gives Fiosha a ball of yarn

    Sounds like a great idea^^
    (1)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  5. #5
    Player
    Avatar von Junpei
    Registriert seit
    Mar 2011
    Beiträge
    446
    Character
    Gunso Gunso
    World
    Ragnarok
    Main Class
    Gladiator Lv 60
    How about this.

    Give dungeons a star rating like leves. For each Star you increase the dungeon, the enemies get harder, the bosses get new moves etc etc. but you spawn an additional chest at the end.

    The current dungeons would be the equivalent of a 3 star, the average difficulty.

    So toto rak which now accepts 2 players, could go in on a 1 or 2 star.
    and Dzmael Darkhold which now accepts 4 players, could go in on a 1 or 2 star.

    But a party with mega gear (all moogle/ifrit double/triple melds) who have no problems with the current difficulty and want more chance at rewards, BUMP IT UP!

    This is of course provisional on level scaling, but not the dungeon to the player, the player to the dungeon. How it worked in (DUN DUN DUN) FFXI. You enter a level 30 area, you are lowered down and your gear is matched.
    (4)

  6. #6
    Player
    Avatar von Chinook
    Registriert seit
    Mar 2011
    Beiträge
    450
    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Zimmerer Lv 50
    That reminds me of that infamous thread pre-1.18 where a good share of people were against a scaling cap because they thought it was more fun and added replayability to go into a level 25 dungeon as a level 50 to overkill everything. I hope they still have a good time in Toto-Rak after few months.

    I'm with you on scaling in one way or another as I believe it's a key to replayability, difficulty balancing and content creation efficiency.
    (2)

  7. #7
    Player
    Avatar von Fiosha_Maureiba
    Registriert seit
    Mar 2011
    Ort
    Ul'dah -> Gridania
    Beiträge
    2.044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Pikenier Lv 1
    Zitat Zitat von Antanias Beitrag anzeigen
    <--gives Fiosha a ball of yarn

    Sounds like a great idea^^
    *plays with the yarn until it becomes a coatee* Yaaay!!!

    *hammers finger*
    (4)

  8. #8
    Player
    Avatar von Fiosha_Maureiba
    Registriert seit
    Mar 2011
    Ort
    Ul'dah -> Gridania
    Beiträge
    2.044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Pikenier Lv 1
    Zitat Zitat von Junpei Beitrag anzeigen
    How about this.

    Give dungeons a star rating like leves. For each Star you increase the dungeon, the enemies get harder, the bosses get new moves etc etc. but you spawn an additional chest at the end.

    The current dungeons would be the equivalent of a 3 star, the average difficulty.

    So toto rak which now accepts 2 players, could go in on a 1 or 2 star.
    and Dzmael Darkhold which now accepts 4 players, could go in on a 1 or 2 star.

    But a party with mega gear (all moogle/ifrit double/triple melds) who have no problems with the current difficulty and want more chance at rewards, BUMP IT UP!

    This is of course provisional on level scaling, but not the dungeon to the player, the player to the dungeon. How it worked in (DUN DUN DUN) FFXI. You enter a level 30 area, you are lowered down and your gear is matched.
    A starred dungeon. See this is what I get for overthinking stuff. I guess I was thinking along the lines of SaGa, where the player is forced to play it at the higher difficulty rather than having a chance to blast through it one 1~3 stars.

    But I think in the interest of balance, that is possibly and probably easier to implement. Or so I hope, mwee hee hee
    (0)

  9. #9
    Player
    Avatar von ninesunz
    Registriert seit
    Aug 2011
    Ort
    U-DA!
    Beiträge
    339
    Character
    Nine Sunz
    World
    Hyperion
    Main Class
    Faustkämpfer Lv 50
    I think the scaling should be automatic (to a lower limit)
    You can go higher for better rewards but you shouldn't be able to scale it lower.
    (1)

  10. #10
    Player
    Avatar von DeadRiser
    Registriert seit
    Mar 2011
    Ort
    Limsa Lominsa
    Beiträge
    2.612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Druide Lv 70
    Why would people vote against this?

    It's like they want everything to be as easy as it is now. What a bunch of lame-oes.

    TOTALLY FOR THIS
    (2)

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