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Een vertaalprobleem melden
Only Adventure mode should always be scaled.
For example, you go
N'Erud - Labyrinth - Yaesha - Losomn
N'Erud - PL 0
Labyrinth - PL 5
Yaesha - PL 10
Losomn - PL 15
Ashen - PL 20
If you level as you complete the game (as you should), then your level-ups either put you ahead of the curve or behind, depending on how hard you want to grind, and how powerful you want your character to be before you move on.
The curve doesn't move WITH you, keeping you running in place (but falling behind).
Alternatively, you feel that's too hard because you might not be at PL 20 by the end of the game. Okay, make the scaling 3 - 6 - 9 - 12 - 15.
This ensures that by the end, you can be either MORE POWERFUL than the ratio you began with, or less powerful if you so desire.
You're not stuck infinitely in place, going nowhere fast. And if you actually want to feel powerful, go back to world 1 later, and you'll still notice the power difference that this system has, without the crippling notion that no matter what, the enemies in your new world will be stronger than you, and you've been wasting your levels and upgrades just falling behind the ever-moving curve.
That wise enough for you, oh Condescending One?
Thats not the case when it comes to MMORPGs. You have to stay in your starting zone until you level up enough to move on to the next. Basically each area has a level requirement which you have to level up to.
That not the case in this game. You could probably beat the final boss without upgrading anything because nothing will scale up unless you upgrade.
Okay, but what happens when someone rerolls their campaign? does it start over or stay the same.
If it starts over, game is ruined now because 2/3 will be completely trivial each time you reroll.
If it doesn't it's pretty much the same as it is now?
Plus, the whole point of this game is offer a consistent difficulty with even basic enemies are a threat to you.
If you don't like the aspect of the game, that is completely fair, many other games allow you to become OP and faceroll everything, no need to change this one.
What do you mean? If the game becomes too easy after you beat it, that's when you re-roll at a higher difficulty, with your geared character.
It implies that in the difficulty descriptions. "Not recommended for new players" or "recommended for geared characters."
Again, the point of leveling up is to make the player feel, and become, more powerful than the enemies they're facing. If the enemies just level up with you, then they're more dangerous to a geared player on a higher difficulty than they are to a new character on that same difficulty, as they haven't been scaled up yet. So again, what's the point of leveling? You're always either with, or behind the curve.
If the game is too easy, increase difficulty.
If the game is still too easy on the hardest difficulty, then that's where "challenge items" like Admiral's ring come in.
If the community as a whole decides the game is too easy or too hard on easiest or hardest, that's where Balancing tweaks come in.
Either way, this notion of running in place to keep the enemies either the same exact level, or mildly stronger than you, literally makes the entire level-up system pointless.
Diablo used level scaling, Skyrim uses partial level scaling. I'm not entirely sure what point you're making here?
There's still level scaling.
So those games really didn't fix the problem. Level scaling is generally just not fun in rpgs. Personally speaking.
This is why some players try to beat the campaign at lower power levels because reaching Ashen Wasteland and meeting annihilation, you can max out your weapon level instantly at ward 13 before fighting him and gain a massive advantage.