Palworld

Palworld

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Pal Level Syncing...
So I decided I would play through another run of the game with the new Global Palbox. Do a kind of NG+ thing. Grabbed all my best pals from all my saves and stacked them to the ceiling. Finally start up a new game, grab out my monsters. And then I see it.

No, not the level sync, I knew that would happen, in fact I counted on it... What I didn't expect was staring back at me was 13,000+ hp on my level 3 Alpha Xenolord.

Amused and intrigued I decide to take on Zoe. "maybe it was just a display glitch" I thought... It took a literal minute to take her down and she couldn't even put a dent in that hp bar. So I decide to try the Mammorest boss and the results were pretty much the same.

The Idea behind the NG+ run was to get an edge on the early game but now I find myself steamrolling level 30+ bosses at barely level 10 and maybe I'm just screaming into the wind but I feel like maybe the hp should also be synced as well.

Was wondering if anyone else feels the same, or feels that maybe Pal syncing should be a configurable setting given that the only time you would really run into this specific scenario is gifted pals in multiplayer or using the Global Storage to transfer Pals.
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Showing 1-4 of 4 comments
Night Druid Mar 24 @ 2:53am 
The current setup is nice for those who want to skip the early game, but I think it should be an opt in kind of deal for nerfing the Pals you've spent ages breeding. I guess it also depends on the difficulty you choose, too. Hard / Hardcore settings give imported Pals a run for their money at about level 30 or so at level 15.

I kind of find it funny that a peak specimen Teafant can own Marcus' boss fight in under 2 minutes, all by itself. I'm honestly proud of Mrs. Pots! :cattiva:

I reckon that if you breed things legit and don't cheat things in, you deserve to have some fun with your super soldier army of teapots. :smilekit:
Last edited by Night Druid; Mar 24 @ 2:53am
Nigolasy Mar 24 @ 7:17am 
It is in fact a server setting.
If the server owner doesn't enable transfer, you can only transfer pals out of a server, not into it.

I know, because I had to enable it for my server
Originally posted by Nigolasy:
It is in fact a server setting.
If the server owner doesn't enable transfer, you can only transfer pals out of a server, not into it.

I know, because I had to enable it for my server
I'm referring specifically to level syncing. Think could do 3 stages, the current standard (just attack and defense) would be default then do "Full sync" that does hp as well and "no sync" if you want to unleash the full power of your pal early.
Deity Mar 24 @ 1:29pm 
Originally posted by drakeloreroar:
So I decided I would play through another run of the game with the new Global Palbox. Do a kind of NG+ thing. Grabbed all my best pals from all my saves and stacked them to the ceiling. Finally start up a new game, grab out my monsters. And then I see it.

No, not the level sync, I knew that would happen, in fact I counted on it... What I didn't expect was staring back at me was 13,000+ hp on my level 3 Alpha Xenolord.

Amused and intrigued I decide to take on Zoe. "maybe it was just a display glitch" I thought... It took a literal minute to take her down and she couldn't even put a dent in that hp bar. So I decide to try the Mammorest boss and the results were pretty much the same.

The Idea behind the NG+ run was to get an edge on the early game but now I find myself steamrolling level 30+ bosses at barely level 10 and maybe I'm just screaming into the wind but I feel like maybe the hp should also be synced as well.

Was wondering if anyone else feels the same, or feels that maybe Pal syncing should be a configurable setting given that the only time you would really run into this specific scenario is gifted pals in multiplayer or using the Global Storage to transfer Pals.
Nah you breed and level them up to what they are they should stay at that when brought to new worlds.
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Showing 1-4 of 4 comments
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Date Posted: Mar 24 @ 2:10am
Posts: 4