#World Tiers

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hexed iron
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The Division 2 has done this to some extent.
By world tiers, I mean a setting that allows the players to set the difficulty of the overall world. The same way only the Host can choose quests, the host would be able to select a tier for the world.

Tiers could easily be similar to sparrow Tales.
Every 10 levels the tier increases.

Example: Host selects they want their world to be Tier 3.
Give them a loading screen.
Now all enemies within the world are between levels 21-30. Same goes for sparrow tales and so on. The rewards are scaled based of the tier of the world.

Reason:
Lord have mercy on our souls, trying to pinpoint the exact locations where enemies and quests of a specific level can be accessed to fine tune difficulty and the efficiency of grinding the never ending reputation early on is an absolutely abysmal experience.

I love the game, but having to travel to Narnia just for the sake of getting an extra pittance of difficulty or more reputation is not fun. Yes, you've built an absolutely gorgeous world, but I only have so much time to actually enjoy the game.

If you want people to travel around the world, make a resource heatmap. Different areas, different resources.

Other similar suggestions:
#1476107609290313810 message
#1483644003726524667 message

heavy prairie
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+1

frank tangle
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Okay, but cogah potions? I'd rather they incorporate more into cogah since they bring up the world's difficulty (levels). Give us more to do in cogah than just the agari bosses. Considering cogah is already in place, I'd figure this would be easier to code than the suggestion while fulfilling the ask - it just takes a consumable to access.

Keep in mind, this is supposedly just the tutorial area and is not the entirety of the game.

hexed iron
# frank tangle Okay, but cogah potions? I'd rather they incorporate more into cogah since they ...

Thanks for mentioning Cogah potions.
They sound great and that's yet another reason I made this post: #1491301718019932280 message

Whatever options they choose to go with, I'd rather have it be something people can know to aim for since early on and wouldn't have to dig for it. I don't know how to get said consumables and I'm too tired to google it at this point, but I stand by my original suggestion.

Players shouldn't have to go digging for consumables to enjoy the game.
If we want a middle of the road answer, turn the difficulty scaling into a reusable item. Think "taunter's tongue" from Elden Ring. But it should still very much cover the whole travel to Narnia issue when it comes to difficulty and rewards.

heavy prairie
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Cogah should honestly have more unpredictability built into it, there should be random ambushes from vadagar bosses, enemies calling for reinforcements, natural hazards that are not present in the normal world, "dungeon breaks" where enemies swarm out of dungeon entrances, maybe an army of Circade ghosts roaming the overworld.

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Hell, I want the Agari to actually roam in Cogah instead of waiting patiently in their arena.