#Universal World Level

1 messages · Page 1 of 1 (latest)

serene maple
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A lot of complaints currently stem around having to travel to reach certain content. An example of this is with faction tales, where being higher level areas will net you more xp. One way this could be solved would be to have a "challenge" that lets you raise the enemy level so EVERYTHING is standardized. For example, Level 1 Ode'n on the left side of the map would have their levels matched with enemies found on the right side of the map. This way, you still have the same challenge but you don't have to walk across the world to reach content that actually suit the difficulty you need.

mental mirage
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+1

Easy temporary solutions could be Activating World trees raises all area by X lvl

atomic dune
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The problem with changing enemy levels per person is getting that to work correctly with multiplayer. It would fragment the playerbase into all the different versions of the world. Cogah does this and it is impossible to invite people once you are in Cogah.

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One option would be to scale the player down so that level 5 enemies are as tough as 25 enemies and increase the rewards for that 1 player who chose to take on the "debuff" that way players could mix and match cause the world does not change, just the individual players.

molten owl
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Only way to make it work well with multiplayer would be to get the players on a proper sliding scale of power that can be mathematically slid up and down fairly seamlessly.
Problem is, unlike some MMOs, we have a lot of horizontal progression and less vertical, so this gets weird fast.
Rank 17 envoys still enjoy all of the weapon arts and runes and other benefits they've got so far, and it would suck to take any of that away to get them down to the same level as a rank 5 envoy.

digital mesa
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When I get a new weapon I dont want to fight level 30 enemies. I think having difficulty by area is super useful. Eventually we will get other islands with higher level content maybe this island is 1-30 and then next island is 20-50.

Hav9ng low level areas always available is great for trying new builds and weapons, and also fast faction tales.

atomic dune
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it would definitly have to be opt in like Cogah is right now

mental mirage
mental mirage
digital mesa
lilac walrus
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or we could... have fast travel to trees.. you'd still have to walk, you'd still have the option to walk if you wanted, nobody would have be affected negatively because we are all still walking over great distances anyway the only thing we'd be skipping IF we wanted is walking from the t3 completion zone back to the tree in this scenario

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same old story the solution many are suggesting is the likely answer, at least till mounts are around, when mounts come around we could remove this, infinite transporting (i'd think it's bad still specially for the future when the map gets bigger) and see how we fair without, that said right now with these limited seeds, there's people with infinite seeds, people with a cap of 30 like me people witha cap of 1 like.. a friend of mine it's bugged for whatever reason and all over the place, i know it's a band-aid fix in the mind of the devs but even for a band-aid fix given the bugs with it we aren't thriving so well, as illustrated by the feedback on travelling, clearly something about travelling needs to happen sooner rather than later

crystal nacelle
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Maybe we could have an ancestor that lets up "level-up" or "level-down" our world at will with a cap depending on our Envoy Rank? As for how it would work in co-op, obviously it's tied to the host.

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As for free fast travels, I'm frankly getting tired of farming the same 2 areas of the map because that's where I get the highest level tales. I would very much like to have equally challenging content all around the island.

serene maple
toxic meadow
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+1 to the idea of allowing some standardizing or raising of level across the board. I would love to be able to play in more areas of the map without feeling like I'm missing out on standing and xp from higher level enemies.

I'm not sure if a set world level is the answer because of the co-op and progression issues others mentioned already, but I won't pretend to know what the actual answer is. Some type of toggleable level up for the enemies would be great, whatever form that ends up taking.

green tinsel
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+1 it needs to happen in some way. I want to farm in various parts of the world, not just one corner.

Making it a toggle (like drinking a potion or sounding a horn or something), but without it turning off upon defeat, would give an opt-in option for anyone who’s ready for a more evenly challenging world to farm your faction tales in.

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For example, we currently have an animosity (or infamy? you get what I meant) meter with the Ode that grows as we disrupt their operations. After reaching a certain point, we could get an item that turns on a kind of “most wanted” mode, where all the Ode enemies are of about equal strength and try to ambush you a bit more often. But, unlike Cogah, you will still be able to interact with the world normally.

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And, going off the “Most Wanted” trope, you can disable it by hiding from the Ode in a hideout or something, till they leave.

gilded shore
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Introduce "World tiers". Tier 1 > 5. (Remove Cogah)

The higher the world tier chosen = Higher enemy level, and higher rarity loot drops + More XP gained. (Counts for the entire map)

Basically the same system as games like The Division 2 and Diablo 4 etc are using.

This keeps all content and the entire game world relevant at all times.

boreal maple
serene maple