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However, dealing functionally no damage AND getting non-existant xp kills all the motivation I had to play. (Getting help from a coop buddy who I joined makes this worse)
Basing everything on level is the simplest way to do it. The alternative would be 5 or more new traits that all need to be leveled separately. Some games do it that way, but I much prefer this simpler way.
If you are not motivated when you are too low a level, why are you not motivated to level up then?
The quickest way to level is to tame lots of things. That is the problem with coop. You are expecting there is some way for your buddy to boost your leveling, when in this game, it is mostly up to you to do the work.
Facts. They can propel you MUCH faster if you two organize your work-load since it'll = faster pal catching, but this is the only sane way to level unless you dungeon spam.
Dungeon spam seems fast initially if you speed-run later dungeons, but the exp gain from pals radically eclipses it as long as you continue to capture more and more pals {12/12 capture}
To add some spice, I'll also add I'm not struggling to kill bosses, but I also know how to speed-run powerful schematics and abuse pal elemental bonuses. To reiterate: I'm sure there's much more you can do to improve your strength.
I'm not motivated to do boring grind on my free time. Mindlessly running around and shooting and throwing spheres at everything that's weak is boring. Finding out about this also just turned a sandbox open world experience into a very linear one.
And you're incorrect in that assumption, I went off on my own, expecting that as a level 10, taking down higher levels (20+) would be faster xp gains, while obviosly much harder. My friend dropped in while I was mid-cave and we discovered his attempt to help me hoovered up all the xp. Which was practically none at all in the first place.
It became a good solution to lock players in their respective zone. Beginner zone is level 1 to 5, other zones level 25-30, so on. The design is to task the player to play that area as long as possible - to catch pals at that level range, to build another saddle and run around at the range that shouts you. How many of us have went straight from beakon to jetragon? We are supposed to have many saddles and memories in our adventure.
If everyone can just dash their level, e.g. a level 1 can kill a level 20 - then where is the value in the game. If a friend can bring us into a dungeon and level to 55 instantly - then what is the point.
Over the years, bad RPG design and lazy games have slowly erase our respect for levels. It should be common sense that a lower level hero will do little to no damage to a higher level enemy.
Sounds like you are trying to find the formula for power leveling as fast as possible to level 55.
I can't help you there, I don't play that way. I don't go slow, but I'm not in a hurry to go as fast as possible either. My favorite pal is a good Beakon condensed to four stars. I add 4 Sparkit to its party, which boost its attack. Takes 116 pals (of the same type) to get a 4 star. If do that to the 4 Sparkit, that is 464 of those. All that taming, breeding, plus other pals will get me to the level 55. I don't play officials though, so I have boosted XP too. This takes awhile, at about 5 minutes when breeding. Taming isn't much quicker. So it isn't a quick game to 55.
If I get the same amount of xp from spending 5-10 minutes of actual focus in a hard fight, as putting on a mercy ring and mindlessly shooting and sphering whatever I see for less than a minute. That simply tells me "effort and skill is worthless, only time matters." It doesn't help that I went into the game, expecting player character power to be nearly exclusively tied to equipment (or at the very least actual stats), so finding this out feels like a rug pull.
Well this game is a bit different. At the start and mid game, it is all about the pals. Pals in fights, pals in the base generating resources, capturing pals, breeding pals. Late game, you might switch to some of the weapons like the rocket launcher. It should be pretty obvious those are not for early game, as you don't have them unlocked.
Yes, in this game, some other player can't just give you some high level stuff and then you become all powerful. This is how it should work. There should be no free ride. Some games are designed poorly and allow that kind of "exploit". This is not one of those that you may be used to.
It isn't this games fault that other games have led you to believe there is always a way to cheese the game and level up quickly.
Edit: I wouldn't be saying anything if he actually had an attack stat that reflected this damage gap. Then it's at least clear as to what is going on and the player knows there's innate damage growth tied to their levels, but this snuck up on me after 18 hours of playtime.
Gameplay disappears.
Progression stability is important, and while not every game out there cares about that stuff, most of them do. In order to keep that stability, the two major methods are introducing stat/level requirements for gear and items, or to add a modifier that adjusts capabilities based on relative level of target.
I do not personally see any issue with this, and believe that it is a good decision. For those who do not, I imagine a mod will be made at some point or another to remove that, maybe.
Right. I also see no problem with current system. Haven't seen that many complaints about it either.
It is still in early access. I expect eventually they will add more details about what the player can and can't do.
My rule of thumb that has worked well for me is don't attack or attempt to capture anything that isn't at or below my level. Found that through trial and error, but it does seem to be coded into the game logic.
Lots of things are based on your level in Palworld. You can't make a saddle for a pal until you personally have tamed one (or hatched it) and are high enough level to unlock the saddle. Without the saddle, you can't ride the pal or in some cases control it.
This sort of thing is pretty typical for many games that use the player level system. It doesn't come as a surprise to me, but there is a bit of a learning curve like in any game. Like that all the soul spheres are level based too. Blue spheres tame up to level 10 easily, green up to level 20, and so on. There is a pretty sharp limit on what level pal each sphere can capture. Also your own level comes into play. Becomes much harder to capture anything above your level, no matter what sphere you have.
So, are you saying the stat point system is irrelevant? That's what I'm getting from this example. A level 55 would have still have their stat points on top of all the elixir's they drank. If you assume the level 8 also has access to 50 of each elixir to hit max stats, what's the point of being on that save anymore and who'd hand what is presumably their competition for this to matter at all, a load of free stuff like that? Because it seems to have gone way past post-scarcity.