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Organic Raid at every level.

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  • cameltosiscameltosis Member LegendaryPosts: 3,832
    The OP's idea sounds very similar to ESO's level scaling. You will find people from level 1 to max CP in just about every zone doing Dolmens, World Bosses, Delve's and Group Dungeons and just adventuring(questing) together.
    i dislike level scaling. it kills roleplaying. if player can defeat all monsters, whats the point of getting stronger? it remove the danger feeling, ohhh what if xx monster attack me at this map, this is high level map..the danger, the exciting feeling...dangerous mmo world...u cant just walk anywhere cant u?
    Whilst I dislike scaling, you can still have progression without getting stronger, and you can still have danger and different difficulties even with scaling. 
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  • nerovergilnerovergil Member UncommonPosts: 680
    The OP's idea sounds very similar to ESO's level scaling. You will find people from level 1 to max CP in just about every zone doing Dolmens, World Bosses, Delve's and Group Dungeons and just adventuring(questing) together.
    i dislike level scaling. it kills roleplaying. if player can defeat all monsters, whats the point of getting stronger? it remove the danger feeling, ohhh what if xx monster attack me at this map, this is high level map..the danger, the exciting feeling...dangerous mmo world...u cant just walk anywhere cant u?
    Whilst I dislike scaling, you can still have progression without getting stronger, and you can still have danger and different difficulties even with scaling. 
    The OP's idea sounds very similar to ESO's level scaling. You will find people from level 1 to max CP in just about every zone doing Dolmens, World Bosses, Delve's and Group Dungeons and just adventuring(questing) together.
    i dislike level scaling. it kills roleplaying. if player can defeat all monsters, whats the point of getting stronger? it remove the danger feeling, ohhh what if xx monster attack me at this map, this is high level map..the danger, the exciting feeling...dangerous mmo world...u cant just walk anywhere cant u?
    Whilst I dislike scaling, you can still have progression without getting stronger, and you can still have danger and different difficulties even with scaling. 
    scaling is fun, so u dont stuck to that newbie area all the time. but it feel weird, roleplaying is out of place with that scaling
  • Panther2103Panther2103 Member EpicPosts: 5,777
    Some games do this already, as mentioned previously ESO is like this, where everything is scaled to your level. FFXIV does a pretty good job at this as well, but it's kind of inverted, where you scale down to the lower players level in dungeons and fates so you can still get something while helping people or doing low level content with friends. I can't really think of any games that would scale upwards though at least in PVE, as that would nullify the point of leveling. 
  • nerovergilnerovergil Member UncommonPosts: 680
    edited March 2018
    your level scaled to the mobs level

    u level 1

    map level 1-5: no scale

    map level 6-10: your stats up to level 6

    if u level 100

    map level 1-5: you scale to level 5

    if u level 15

    map level 10-15: no scale

    if u level 90

    map level 95-100: u scale to level 95

    world boss, map boss, and mini boss also will level scaled depends on the map.

    map level 1-5: boss level 5. highest because by default they level 100

    and so on

    your skills still the same, just stats getting upgraded/downgraded meaning if u level 100 and go to level 1 map, u get level 5 ur stats will be reduced but u have plenty of skills compared to level 5 players

    kinda good idea..because its boring to stay at one area if the grinding is high (of course its high, mmorpg grinding for 100 years to level 100 lol)

    u still buy/need to wear the equipment for your natural level. meaning if u level 100, u can wear level 100 eq, just overall stats will be reduced when u come to level 1-5 map


  • Loke666Loke666 Member EpicPosts: 21,441
    mobs is level 1, but there is lv 100 map boss there randomly appear every 2 hour after defeated

    and there is a map mini boss appear every 1 hour... this mini boss is weak, 20 level 1 players can defeat it..but map boss need 20 max level players..

    i hate queing for raid..like waiting for 20-40 players...so fake, i want organic
    That is terrible, those raid bosses will be more or less constantly up then and people wont bother continoiusly raiding them.

    EQ2 had several days cooldown on bosses like that for a reason, that way people actually bothered to kill them since it was a rare kill and worth AAs for that matter. High level players wont spend most of their time going from low level zone to low level zone constantly raiding those mobs.

    I am not convinced that it is such a great idea but you at least need to increase the spawning cooldown to randomly 12-24 hours (so people can't make exact timers for when it spawns and camp it like with a static cooldown). Anything faster and you will just make a chunk of your game totally unplayable for anyone at the right level.

    I am not toally against the idea (but I wouldn't put it in starting areas, similar things have worked at least acceptable in the past but overusing it is really bad. It is like phasing mechanics, when LOTRO first used it the mechanic were fun but when certain other games started to overuse it we soon started to hate the idea. If the raid bosses are relatively rare with unique loot people could enjoy fighting them, if they are everywhere they will just be a huge annoyance.
  • UngoodUngood Member LegendaryPosts: 7,534
    GW2 already has this to a point.

    For most PvE, they down level a character, so, a level 20 could hunt with a level 1 character and they both would get loot and exp.

    GW2 also up levels all characters to max level (80) for WvW, sPvP and I think, Southsun Cove (PvE map)

    So if this is what you are looking for.. GW2 already provides it.
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • deveilbladdeveilblad Member UncommonPosts: 193
    This whole thread makes no sense...
  • waynejr2waynejr2 Member EpicPosts: 7,771
    btdt said:
    I'm not sure I get this post.  A lot of MMORPGs have world bosses in low level areas.  Problem is, once people have killed it once, it's usually not worth killing again.

    And don't get me started on the Hogger raids of early WoW... 


    1. interaction between players.
    2. high level and low level can play together
    3. reason to come back to lower level area

    You expected people go guess that is what you meant by your first post?
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    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

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  • nerovergilnerovergil Member UncommonPosts: 680
    Loke666 said:
    mobs is level 1, but there is lv 100 map boss there randomly appear every 2 hour after defeated

    and there is a map mini boss appear every 1 hour... this mini boss is weak, 20 level 1 players can defeat it..but map boss need 20 max level players..

    i hate queing for raid..like waiting for 20-40 players...so fake, i want organic
    That is terrible, those raid bosses will be more or less constantly up then and people wont bother continoiusly raiding them.

    EQ2 had several days cooldown on bosses like that for a reason, that way people actually bothered to kill them since it was a rare kill and worth AAs for that matter. High level players wont spend most of their time going from low level zone to low level zone constantly raiding those mobs.

    I am not convinced that it is such a great idea but you at least need to increase the spawning cooldown to randomly 12-24 hours (so people can't make exact timers for when it spawns and camp it like with a static cooldown). Anything faster and you will just make a chunk of your game totally unplayable for anyone at the right level.

    I am not toally against the idea (but I wouldn't put it in starting areas, similar things have worked at least acceptable in the past but overusing it is really bad. It is like phasing mechanics, when LOTRO first used it the mechanic were fun but when certain other games started to overuse it we soon started to hate the idea. If the raid bosses are relatively rare with unique loot people could enjoy fighting them, if they are everywhere they will just be a huge annoyance.
    if cooldown too long, like 24 hours or more, high level players has nothing to do...the loot will be rare like 0.01% chance legendary item to drop...i want player has something to do, not everyone can wait 2-3 days sometimes life happens, so the spawn is every 6 hours (international server), or 12 hours (local server)
  • nerovergilnerovergil Member UncommonPosts: 680
    edited March 2018
    Ungood said:
    GW2 already has this to a point.

    For most PvE, they down level a character, so, a level 20 could hunt with a level 1 character and they both would get loot and exp.

    GW2 also up levels all characters to max level (80) for WvW, sPvP and I think, Southsun Cove (PvE map)

    So if this is what you are looking for.. GW2 already provides it.
    teso and wow more like it...gw2 low level getting uplevel in pve still not all map...
    Ungood
  • nerovergilnerovergil Member UncommonPosts: 680
    This whole thread makes no sense...
    because i speak engrish?
  • nerovergilnerovergil Member UncommonPosts: 680
    waynejr2 said:
    btdt said:
    I'm not sure I get this post.  A lot of MMORPGs have world bosses in low level areas.  Problem is, once people have killed it once, it's usually not worth killing again.

    And don't get me started on the Hogger raids of early WoW... 


    1. interaction between players.
    2. high level and low level can play together
    3. reason to come back to lower level area

    You expected people go guess that is what you meant by your first post?
    now with level scaling, joe and john can play together at lv 16 map
  • LimnicLimnic Member RarePosts: 1,116
    edited March 2018
    There's world bosses in ESO, and because the scaling mechanic it allows all participating players to contribute to the fight. As you mentioned.

    However there's a thing to be addressed here in that the problem mostly revolves around how leveling and skill progression mechanics work. Stop making games focused on large linear/vertical level progression and it stops being as big of a problem.
  • UngoodUngood Member LegendaryPosts: 7,534
    Ungood said:
    GW2 already has this to a point.

    For most PvE, they down level a character, so, a level 20 could hunt with a level 1 character and they both would get loot and exp.

    GW2 also up levels all characters to max level (80) for WvW, sPvP and I think, Southsun Cove (PvE map)

    So if this is what you are looking for.. GW2 already provides it.
    teso and wow more like it...gw2 low level getting uplevel in pve still not all map...
    Yah, GW2 does not do much for Up-leveling, and their raids are pretty bad.
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  • KonfessKonfess Member RarePosts: 1,667

    There is a game like that and it’s been out since ‘03, it’s called Planetside 1.  Now I don’t know if PS1 is still alive and active.

    What I think is being described here is a constant HP game.  Where player level opens up higher tier gear, that has 1% difference from previous tier.  So players gain a new tier every 10 levels.  This means player armour & damage goes up by 1 every tier.  This is also the mechanic behind levelless & skill based games.  This is why I say there is no such thing as levelless games.


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    As if it could exist, without being payed for.
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  • Loke666Loke666 Member EpicPosts: 21,441
    if cooldown too long, like 24 hours or more, high level players has nothing to do...the loot will be rare like 0.01% chance legendary item to drop...i want player has something to do, not everyone can wait 2-3 days sometimes life happens, so the spawn is every 6 hours (international server), or 12 hours (local server)
    Wait, is that the only thing you want your high level characters to do?
    As a bonus content to spice things up hunting a few rare raid bosses could be fun, as a main endgame content it would become boring fast.

    Also, you talked about one in each map and I assume you plan to have 30 maps or so.

    Well, at least you changed your mind from 2 hours (which would be insane) to 12 hours which at least could be feasible if the rewards are good enough but those rewards still needs to be pretty sweet.

    Still, I think 12-24 hours would make things more interesting. It was not my favorite thing in EQ2 (EQ2 didn't have any use of low level chars though) but it is hard to encourage high level characters back to a low or mid level zone without GW2s downleveling mechanics.

    Konfess said:

    There is a game like that and it’s been out since ‘03, it’s called Planetside 1.  Now I don’t know if PS1 is still alive and active.

    What I think is being described here is a constant HP game.  Where player level opens up higher tier gear, that has 1% difference from previous tier.  So players gain a new tier every 10 levels.  This means player armour & damage goes up by 1 every tier.  This is also the mechanic behind levelless & skill based games.  This is why I say there is no such thing as levelless games.

    The difference between leveless design and levels is that with a level design you get a static HP boost and a specific package when reaching a specific level. 
    In a leveless system you either pick your upgrades when you have enough XP or it will raise what you use, you don't get anything fixed.

    For instance you could make a leveless game where you buy upgrades and extra HP for XP, some pen and paper RPGs use that.
    Others don't change your HP at all but raises your skills so you hit more often while get hit less yourself if you get those upgrades, you still can die easily if someone hits you but the HPs of mobs and other players are similarly low.

    MMO leveless tend to have the other version where you raise skills by using them instead though, so to get more HP in those you need to take a lot of punishment without dying.

    The whole idea of levels is that it is just a simple package to get you playing fast again which had advantages in 70s styled pen and paper games. In a computer game it matters less, buying upgrades now and again is not a big deal there and you can lock items to stats instead of levels to restrict use of high end gear from noobs (the first Diablo did this, not that it was a MMO but it would work just as well in a MMO).
  • TheocritusTheocritus Member LegendaryPosts: 9,976
    How about the higher guy jsut rolls a new toon to play with his friend? Isn't that much simpler?
  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601
    edited March 2018
    City of Heroes. They had purple level bosses appear in random zones. These were purple level to everyone no matter what your level. It allowed people from all levels to group together to defeat the boss and get experience.
    Just because you don't like it doesn't mean it is bad.
  • waynejr2waynejr2 Member EpicPosts: 7,771
    City of Heroes. They had purple level bosses appear in random zones. These were purple level to everyone no matter what your level. It allowed people from all levels to group together to defeat the boss and get experience.

    And those rikti invasions were great too!  But CoH had a plan for it.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




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