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Originally posted by Pouf Ahh I leveled with exploration rather than event loops. Maybe constant repetition drops the xp you get, I don't really know. I'd take a screenshot right after event completion to prove it, but your post was entirely off topic to begin with. |
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9/06/12 3:24:41 PM#22
If you experience something that isn't right about the game send a bug report about it. "but it's not a bug it-", send it anyways if you feel it's not as it should be. Just like the BWE3 being easier there may be something going on they need to look at.
I'm sure down the road they will adjust for a % of gear to be "downgraded" when you go into a lower level area. At the moment only your base stats change to accommodate the area your in. Since a lot of you are great about communicating here, please feel free to relay any response you get from ANet. Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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9/06/12 3:24:50 PM#23
Originally posted by Jimmydean lol acting like level scaling is the reason you can plow through elite mobs. lol
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9/06/12 3:49:06 PM#24
Even at level 80 in a level 15 zone, I'm not one shotting things. Do I kill them more quickly? Yes, I do. Is it easier than fighting mobs in level 80 areas? Heck yeah, not only because I'm more powerful, but because combat becomes more difficult the closer to the level cap you get, which makes low level encounters you scale down for seem very easy in comparison. I'd be fine if they scaled damage output back a little further when the level range is very wide, but you can still get killed if you aren't paying attention, so defensive scaling seems to be right on. Will it get tweaked? Depends on the over all feel in the community. I'd like lower level encounters to be a little more difficult, but others may feel differently. Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated |
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9/06/12 3:52:16 PM#25
Originally posted by fiontar But.. combat shouldn't be dependent on your area, but your level. So if I prance into a starter area, I expect mobs to have skills (like knock down, knockback, exc.). Forget the lowbies, they have to deal with me being there expecting that same challenge I got in that level 80 zone. Not my fault they have no skills and haven't figured out their class yet. |
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9/06/12 3:54:14 PM#26
Originally posted by Clocksimus
See that tricky little word 'all?' That's how I know you're not being honest. Certainly not in light of ANet's stated goal and purpose which was to make the lower level zones remain relevant to players who have out-leveled them.
You can still be killed. But you're much more powerful so it's more difficult for you to be killed. Unike most MMOs where the starter area mobs can't even hurt you.
And it's not like they have never bothered to explain it...:
In PvE, a character's effective level and attributes are automatically reduced based on the enemy levels immediately around the player, and there can be numerous level scalings per area/zone. They retain access to all of their skills and equipment so the area is easier because of this, but should still be challenging to play. The benefits of this are:
A scaled down character continues to receive experience and loot that is 'good' for their real level, but it is somewhat less efficient for obtaining experience and items than playing level-appropriate content
That's what ANet says. That's what ANet has always said. They never said it would remain the same level of challenge as when you were an unskilled, crap-geared newbie fresh off the Level 1 boat... And to make an argument based on that false premise is fail.
It would be helpful, in the future, if you actually criticized what ANet actually said instead of what the trolls say ANet has said...
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9/06/12 3:56:03 PM#27
I hope the downscaling gets tweeked. As it stands, I am not 1-shotting things, but I am 3 shotting them. I WANTED to be able to go to lower lvl zones and still have a challenge, right now as it stands there is no challenge. I was slightly disappointed, but meh. Small flaw in an otherwise great game.
Why do you ask some people won't admit that it is not working as previously intended? Because they will not admit their precious isn't so precious after all. |
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Originally posted by MosesZD Yea, this was my point all along. |
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9/06/12 4:01:26 PM#29
Originally posted by Jimmydean Not true at all. I'm level 65 in a 30-40 zones and mobs drop gear around level 50, sometimes lower, sometimes higher. As for you thinkin it would be a challenge... well I'm level 65 and hundred blades pretty much takes a level 65 mob down to 20% or lower health. The skill itself is OP. You want a challenge , try rolling another class or another weapon set. |
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9/06/12 4:01:40 PM#30
Originally posted by Jimmydean A point you tried to make by using starter zones as your main grounding. Sorry, but can't take you seriously with that kind of information. |
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9/06/12 4:04:47 PM#31
Originally posted by eggy08 I believe the argument to "why would now would be any different" is because that is what the point of level scaling was suppose to be, we were tolld you can go back to any zone you missed and have it still be challenging. Without that level scaling is kind of a joke, basically it equates to putting someone in a 1 on 1 match with Kobi Bryant and saying here you start with 10 points now its a fair match. |
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Originally posted by eggy08 I actually moved on to a level 40 zone just to check out your theory. Do mobs have more HP than lower level zones? Yep. Do I still kill them 10x faster than I did at that level? Yep. Do I have any worries of dying no matter how much of something I pull? Nope. Does this defeat the entire purpose of level scaling? Yep. I'll let ya know as soon as I see a lvl 70+ item drop. Don't hold your breath. |
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9/06/12 4:06:13 PM#33
Originally posted by Jimmydean
It works exactly as intended. They have spelled it out, in black-and-white, how it works. Just because YOU failed to comprehend what the developer said, doesn't mean it's not working. Once again:
In PvE, a character's effective level and attributes are automatically reduced based on the enemy levels immediately around the player, and there can be numerous level scalings per area/zone. They retain access to all of their skills and equipment so the area is easier because of this, but should still be challenging to play. [ED -- This means you can die at high level in a starter zone if you're a fool, unlike most MMOs where, even if the mobs aggroed on you, your damage mitigation alone makes it impossible.] The benefits of this are:
A scaled down character continues to receive experience and loot that is 'good' for their real level, but it is somewhat less efficient for obtaining experience and items than playing level-appropriate content.
Notice they said 'good' AND they tell you it's not nearly as efficient. And it's true. I have gone back to starter areas with friends. The gear is not nearly (on average) as good but I have gotten a few level-appropriate greens (masterwork) items. The XP is lower (about one-third-ish...). The challenge is less, but if you're a fool you can get yourself killed.
It would be nice if you actually understood the goals and desigh of the system you're criticizing. Because clearly you don't. The goal is simple -- no face-roll XP farming, no farming elite drops by exploiting the system, BUT, you get some reward and challenge out of lower-level areas allowing you to, with one character, experience a very broad world.
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Originally posted by MosesZD Quote; [ED -- This means you can die at high level in a starter zone if you're a fool, unlike most MMOs where, even if the mobs aggroed on you, your damage mitigation alone makes it impossible.] You have a very skewed idea of what "challenging" means. |
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9/06/12 4:10:34 PM#35
Originally posted by Jimmydean
No you don't. I know it. You know it. Everyone that reads your hyperbole and has played this games knows it. Enjoy your QQ. I've got better things to do than argue with someone who is clearly telling tales.
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Mithrandolir
Hard Core Member
Joined: 2/28/05
Our doubts are traitors and make us lose the good we oft' might win, by fearing to attempt |
9/06/12 4:11:13 PM#36
To me it's not a joke at all, it's brilliant in it's implementation. I am, however, not 80 yet, I am only 33. So I will come back when I am higher and report if I feel the same as i do now. For now, at 33, I have like 10 or 11 zones that I can level in at any given moment, as well as 5 cities to explore and hang out in. And all of it still presents a challenge and all of it still presents meaningful loot for my level. Each of those 10 leveling zones has a lot of content too and I am deeply immersed in the game world. So for me it's a great feature so far. Hopefully it stays this way. Maybe they have to adjust the downward scaling of some skills to keep it challenging...
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9/06/12 4:11:31 PM#37
I would imagine that if you equipped green or blue gear quite a few lvls below you things would be different. The lvl scaling seems percentage based. I assume at 80 you are in either yellow or orange lvl 80 gear, nicely glyphed to boot? Most people while leveling are not in in equal lvl rare or exotics. Probably meaning that your stats as a lvled down 20 something is way beyond that of an actual lvl 20 something. I do not see a way to change the scaling system without making everything impossible to beat unless your gear is very very good at all lvls. Making lvl 80 characters scale differently then 1-79 would be sort of a solution but that actually seems unfair to the lvl 80 crowd. What solution to this would be acceptable? ------------------------------------------------------------------------------------------ I wonder if you honestly even believe what you type, or if you live in a made up world of facts. |
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9/06/12 4:18:49 PM#38
Jimmydean
I agree with you, content should be more challenging than 1-3 shotting mobs no matter what the discrepancy on a normal basis (OP skills aside). Start or add to threads on GW2 Guru and Reddit, places we know ANet watches, and link it to us. I guarantee 99% of us here will add or at least look. What you're doing now is venting which I can see but not so effective. That is unless linking those sites is against ToS here, then don't. I'm horrible about knowing those. Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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9/06/12 4:20:48 PM#39
Originally posted by Umbrood Easy way to change it would be use a cap system instead of a % system. So instead of cutting that 200 power in quarter to 50 for a level 20 zone just look at what level 20 gear gives players, lets say 30 power for example(I made up that number btw) then cap power at 30 for level 20 scaled zones. This would be a lot more accurate then a % scaling system since % don't go up equally through the levels, it would however be much more work I'm sure. |
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9/06/12 4:21:14 PM#40
I am done replying to GW2 threads I think. I must have missed being hit by the hypnotoad that zapped people into this GW2 state of mind because, in defense they prove that what they saying is wrong but still continue to ignore fact that they proved their oppositions point. It can't be easy and yet still hard. You can't kill steal in GW2 so what is this point about preventing players from griefing lower levels? The content is still blown though because it is easier anyways so again what is the point of this system? You are rewarding higher lvl players in lower level zones in a system designed to prevent higher lvl players from camping lower level zones..... what? Yes the system is partly deisgned to stop higher levels from griefing lower levels as they said that right? If the content offered no rewards you'd think that would be a better method than giving them rewards.... but hey I'm sure this all makes sense to anyone having a blast in GW2 so what other people think is irrelevant. GW2 is a great game. It's has its flaws like every game before it and hopefully they get fixed instead of being ignored untill everyone just gets tired of the game and quits. |
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