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Horizontal Progression & Level Scaling

Posted: Sun Sep 18, 2022 8:08 am
by Misfit
Okay, this is one that would probably elicit some hate, but please bear with me and allow me to elucidate regardless... here we go...

I would truly love to see Level Scaling in the game. I don't know how easy/hard it would be, but it seems like just a matter of adjusting values. So here's what I'm talking about. Make every enemy lvl50, make every quest, item and everything else lvl50; and make every player start at lvl50.

That would make progressing pointless? But would it? You mostly get trash, and anything good you find will quickly be outleveled.

This way everything is viable. All of the starting zone quests, all of the diplo quests, every mob; and every item could be your new BiS. Selling items becomes more viable too, because everyone is the right lvl for that new drop.

Imagine fighting the Kobolds for the Dwarves, up near Bordinar's Cleft, but it's a challenge, and everything that drops is endgame. C'mon folks, get behind me on this one. Level Scaling is pretty sweet.

P.S. I'm aware that you can set your level.

Re: Horizontal Progression & Level Scaling

Posted: Sun Sep 18, 2022 1:56 pm
by Jehlicka
In fact, I don't know of any other MMO that works like this (is there any?). And I would also probably lack the motivation to continue the game, because I would lose the magic resulting from the fact that I am simply not allowed somewhere in the game yet, because I do not have the level for it. It would be a boring game for me if I had all the chunks unlocked from the start.

Re: Horizontal Progression & Level Scaling

Posted: Sun Sep 18, 2022 2:32 pm
by Misfit
Lol don't lose your motivation! Yeah it's just the ESO way. Before you reach 160 all of the mobs, quests and items are your level. After you hit 160 they're all at cap. So basically the same concept.

Re: Horizontal Progression & Level Scaling

Posted: Sun Sep 18, 2022 2:56 pm
by Hubert
Actually Elder Scrolls Online KINDA works like this. A few years ago they made every quest level to the level of the current player somehow. I can't imagine this would be anything but a crazy total redesign job for VG though.

The nice thing about it in ESO is that you get to complete content that you would generally outlevel if you just went down one questline in a levelling system. No one wants to do quests if you don't get any experience from it so in a levelling system you skip a lot of content that might be interesting just because you are already too high to benefit from it. Now you get an appropriate amount of experience for doing quests and killing creatures regardless of your level in all of the areas of the game. They handle the "not allowed to go somewhere" parts by making group and raid content non soloable so you still need a group and guild to get the really good stuff. But the idea was getting rid of the "you can't play with us until you're the right level" issue. I get it and it kind of works well for ESO the way I see it.

One negative drawback in the design for ESO is that everything is of equal difficulty everywhere. For a hardcore player in a level based game they might want to go to a place that is a few levels higher for the challenge. For that reason generally ESO combat is seen as too easy for the most part. I personally am not the hardcore challenging gameplay person though and I just like going through the stories and lore of the game. And there is always the challenge part of trying to do group quests solo or maybe even raid quests with a group. Sometimes that can be done but usually the limitations are a bit too challenging even for a hardcore gamer.

But Vanguard is very faction based and there are places where quests are only allowed for certain races. So you couldn't jump from town to town and just do all of the content unless those race restrictions were lifted (possible but a big rewrite of the quests ... or allow some sort of faction grinding to overcome this). Might have to wait until we make the code available to others as we will almost certainly not address this while developing the server now (we're trying to make it like the original game was which is enough work as it is).

Interesting theoretical question though. There might be someone clever enough (maybe even on our team) to get it working easier than you'd think. Somehow they did it with ESO which was originally very level based though I have no idea what they had to do to or what hell the devs had to go through get it done.

Re: Horizontal Progression & Level Scaling

Posted: Sun Sep 18, 2022 4:08 pm
by Misfit
ty!