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direct invites work, but direct invites without password are just normal coop without shared progression
in shared progression the other player gets most items as well. not sure if all, but healing items, lamp upgrades etc. are all there
2. in a none open world game you have to be in the same area in coop, who would have thought...
3. I don't think there is level scaling in this game at all and there never was
4. the host changes umbral and normal world. doors, gates, levers etc can be used by the joined player. NPCs can be talked to, but pretty sure the host does the quest progress things, as it should be
5. you get a warning. they spawn somewhere in the area. They won't get an advantage buff, why would they ?
Not sure what you mean by that conclusion and steam invites. You can play through the whole game in coop and unless your partner wants different quest outcomes, there is not issue with shared progression.
The actual issue right now is that the game has severe micro stutters for many people, no matter the level of hardware.
So, players can venture throughout an entire "area" without being dragged back together? What are "areas" defined by -- the title pop-up? As an example, could one player be inside the Defiled Sepulchre, if the other were up at the top of the Skyrest Bridge, just before the Pieta fight (because the "Skyrest Bridge" pop-up does not occur until one enters the hub)...?
Hmm.. Well, that's why I asked, because my online searches gave varying claims; most implying that was indeed scaling, and even quoting numbers -- many suggestive of the halving of the client's efficacy when inside a host's games. However, I wasn't sure whether game updates had changed things, and the claims were just randoms who could have been confusing their builds' functionality...
As broached, if one invites directly via Steam, it would seemingly have to bypass the "shared" aspect of progression, given that one can invite anyone from whatever point of progression they have reached (assuming the games connect). Irrespective, I'm not that concerned about lock-step sharing progress, because of the nature of how I'd likely play co-op... I'll test it out this weekend and see for myself, either way.