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I think I broke something, and seemed trapped... HELP!
I did everything I could find in Ceto prior to the jumpgate in the storyline, but because I unlocked this quest, when I go back to Ceto now, everything is level 11+, so no way to progress there either.
Seems like a major design flaw. I have upgraded everything I can and I still get absolutely demolished within 5-10 seconds after engaging combat with anything.
That's what I've been trying for a few hours now, but it's the same thing: everything is 4-6 levels higher than me.
Unless you want to just restart the game and not rush the main storyline the 2nd time around, your best bet is setting the difficulty to it's lowest and using cheese tactics like the Stealth fighter + Rail Gun and 2 movement/defensive Devices installed. That should allow you to outdistance the enemies and keep you safe.
Seems the devs didn't want you to speed through the main questline.
Seems, rather, like they have a seriously flawed game design here. I don't want to cheese or set difficulty levels throughout the game. I want a reasonably challenging game at Normal difficulty, but the normal flow of the storyline and breadcrumbs brought me to this place. I didn't do anything unusual at all. I followed exactly where they wanted me to go, and the game essentially broke all of a sudden. I thoroughly enjoyed myself up until this point, but I've spent the last 5 hours trying to account for the broken design, and get back on some sort of reasonable difficulty curve, but it seems the entire level scaling is broken, and I can't break out of it.
1) Lower the difficulty as far as you can and see if that helps.
2) Go into Supralite travel and when "Unknown locations" or "Distress signals" pop up, navigate to them. Those locations are procedurally generated at your level so you should be able to handle them.
3) Load a previous save prior to going through the jumpgate so Ceto won't have leveled up or start a new game and stay in Ceto till you are ready to move forward.
It's not a design flaw, it's what the players in Early Access begged and pleaded for over and over. Initially the game had dynamically generated mobs just like the procedurally generated areas do and people complained that when you level up, the mobs leveled with you. They got their wish and now you have the problem that you are experiencing. I fought hard against the change, but lost that battle.
https://steamcommunity.com/app/1128920/discussions/5/3763353492969151305/
So the next time someone says that dyanamic enemy level scaling is bad, you can tell them why it's not.
I haven't gotten to that point myself, but I am a slow player and usually I tend to be overleveled in other games, because I cannot leave a questionmark unexplored.
All goes to say, that it sounds like I won't have a problem due to my particular playstyle, which I can certainly understand is not everyones cup of tea.
What you are saying is fine and all. But comparing the OP's experience with my own: I am level 9 and exploring everything and because I haven't played a particular main quest, I see a lot of areas with underleveled ships. All the way down to level 2 and 3.
So it seems that when you play a certain main quest, they ALL upgrade to level 12 or so (going by OP and others experience).
That is not a good way to do it. They could handle it in many different ways that made the transition smoother, even when it isn't directly scaling to your level.
For instance:
1. Make the main quest harder so it scales up to around level 10-12 just before the transition.
2. Make it so it rises each zone level by a certain amount instead of just going to 12+. Example: Level 1 zones will be 6+. Level 2 zones will be 7+ and so on.
That way, if people are too fast, then they have to grind... but at least give the possibility to grind.
3. Have a warning before doing that quest. This is literally the least they could do (except for nothing).
There are certainly other ways too, but I don't think it can be considered good game design when people are stranded. Just to be clear: I find the game very good! I just don't buy into that this particular thing is "as intended"... or if it is, then I would certainly say that it is bad game design.
Nah, sounds like you break neck rushed an open world ARPG and are eating ♥♥♥♥ for it. Skill issue.
Agreed on all points.