Leveling speed

Post by FuryBladeborne on 2022-10-30 21:55:07

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Post by Depraved on 2022-10-31 06:59:11

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Post by Ludullu on 2022-10-31 07:06:49

What if abilities at lvl25 worked just fine against lvl50, but their dmg was obviously lower and augmentations wouldn't be there yet because you gotta level up to get the augment points.

This way even players at lvl25, who would have the full archetype skillset, could still do smth in pvp against higher lvls. And I'd imagine that it'd barely take any time to get to lvl25.

Post by Depraved on 2022-10-31 07:11:56

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Post by Ludullu on 2022-10-31 07:21:50

We have not received permission from Depraved to share the quoted post.
But that's what I'm talking about. Don't think we know how exactly the skill points will be given out throughout the leveling process, but I suggest providing enough SP to max out your base ability build by lvl 25 and then you just use all kinds of augments on them to make them different and unique to you.

And those fully leveled up abilities would hit any enemy 100% of the time. It's just that their effect/dmg would be lesser due to gear tier and no augments.

I feel like it'd give low lvl players more confidence in any potential pvp and, depending on gear scaling, could even mean that low lvl players can at least put up a fight against a higher lvl player.

This would also allow low lvl players to punish any PKer, because their abilities would CC him and dmg him, while the PKer can only do dmg (and even that will be somewhat reduced by the stat dampen).

Post by Lust69 on 2022-10-31 13:04:08

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Post by Azherae on 2022-11-04 21:25:18

My only input is this .

I believe FF14 has a similar system.

I enjoy 'standard content' enough in FF11 that I look forward to level syncing, specifically seek out bosses where my group can REMAIN Level Synced with our lowest level member who joined much later, and miss the feeling of doing lower level things sometimes.

But I'm also such an absolute weirdo that the game raised its level cap to 99 and then added Item Levels (gearscore) on top of that and I stayed at level 90 since then because I find the level 90 content more fun, so take anything I say with a pillar of salt.

Post by Ludullu on 2022-11-04 21:40:02

My only input is this .

I believe FF14 has a similar system.

I enjoy 'standard content' enough in FF11 that I look forward to level syncing, specifically seek out bosses where my group can REMAIN Level Synced with our lowest level member who joined much later, and miss the feeling of doing lower level things sometimes.
I do hope Intrepid find a way to "lvlsync" w/o direct level syncing. I'd like it to be through mechanics that can only be done by low lvl players in high lvl content (and the other way around). We have the mentorship stuff, but no info on that so far.

Post by Azherae on 2022-11-04 21:43:51

My only input is this .

I believe FF14 has a similar system.

I enjoy 'standard content' enough in FF11 that I look forward to level syncing, specifically seek out bosses where my group can REMAIN Level Synced with our lowest level member who joined much later, and miss the feeling of doing lower level things sometimes.
I do hope Intrepid find a way to "lvlsync" w/o direct level syncing. I'd like it to be through mechanics that can only be done by low lvl players in high lvl content (and the other way around). We have the mentorship stuff, but no info on that so far.

I would be very interested to see that and learn from the implementation.

I have never managed to come up with one that would not be used to game/abuse situations.

This isn't to say I am not familiar with games where your level doesn't 'matter', or where the leveling process is complex enough that it doesn't come up (for example, where higher levels unlock more potential roles and activities but offers much less benefit to the activities that a low level player can experience).

But 'Indirect Level Sync', every method I have ever seen suggested, it seems that someone can come up with a way to abuse it within an hour or two.

Post by Ludullu on 2022-11-04 22:07:40

But 'Indirect Level Sync', every method I have ever seen suggested, it seems that someone can come up with a way to abuse it within an hour or two.
The first thing that usually comes to mind when I was thinking about this previously is a layering of the boss room and mechanisms or some npcs casting shit that only happens if you have low lvl players in your raid/party (would probably have to be quest-based).

The boss itself would adjust its difficulty to the amount of high lvl players present, but the overall difficulty requirement would stay the same. The low lvls players would still have to deal with their mechanics at the same high lvl as the big bois. This would also be a great initiation into the game's high lvl pve stuff.

Low lvl players would be on the outer layer and would be fighting their own mobs (and potentially mini-bosses) that were agroed by those players' presence. The mechanism/npc would have to be protected and/or used at crucial times of the raid to allow the high lvl players to progress through their fight.

All of this would obviously have to be very precisely balanced at any and all potential adjustments to the ratio between high and low lvl players. And if designed correctly, you could even have reverse difficulty where the high lvl part is somewhat easy, while the low lvl part is hardcore. Or it could even swap throughout the boss stages. In other words, there's a ton of ways you could design it, but it would obviously require a ton of work and testing to get it all just right.

The boss rewards would be the same as if the full high lvl raid killed it and the low lvls would get their rewards through their quest (and maybe some cool cosmetic for achieving this feat).

This would also perfectly fit my preferred method of ability acquisition (that is "you get all your base abilities by lvl25), because people would start experiencing how their full set of abilities plays asap.

Post by Azherae on 2022-11-04 22:13:04

But 'Indirect Level Sync', every method I have ever seen suggested, it seems that someone can come up with a way to abuse it within an hour or two.
The first thing that usually comes to mind when I was thinking about this previously is a layering of the boss room and mechanisms or some npcs casting shit that only happens if you have low lvl players in your raid/party (would probably have to be quest-based).

The boss itself would adjust its difficulty to the amount of high lvl players present, but the overall difficulty requirement would stay the same. The low lvls players would still have to deal with their mechanics at the same high lvl as the big bois. This would also be a great initiation into the game's high lvl pve stuff.

Low lvl players would be on the outer layer and would be fighting their own mobs (and potentially mini-bosses) that were agroed by those players' presence. The mechanism/npc would have to be protected and/or used at crucial times of the raid to allow the high lvl players to progress through their fight.

All of this would obviously have to be very precisely balanced at any and all potential adjustments to the ratio between high and low lvl players. And if designed correctly, you could even have reverse difficulty where the high lvl part is somewhat easy, while the low lvl part is hardcore. Or it could even swap throughout the boss stages. In other words, there's a ton of ways you could design it, but it would obviously require a ton of work and testing to get it all just right.

The boss rewards would be the same as if the full high lvl raid killed it and the low lvls would get their rewards through their quest (and maybe some cool cosmetic for achieving this feat).

This would also perfectly fit my preferred method of ability acquisition (that is "you get all your base abilities by lvl25), because people would start experiencing how their full set of abilities plays asap.

Reason this normally falls apart is twofold.

1. Game allows alts, high level guilds just use those alts instead if it gives them even the TINIEST benefit, they don't bring in newbies, who are the people Level Sync is usually for.
2. This sort of thing is a content flipflop, where the 'high level thing' is 'required' for the 'low level player' to have the experience. Most times, the low level player just 'wants to level faster to get to have the high level part of the experience' when they recognize their replaceablility. Result is more people pushing to level FASTER instead of enjoying such content.

(FYI I'm unlikely to discuss or engage on this more, if you disagree that the above would happen or 'would be a reason not to implement this anyway', oki, I don't have much opinion on it.)

Post by Spif on 2022-11-05 01:37:11

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Post by WesCnE on 2023-06-19 15:13:35

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Post by Liniker on 2023-06-19 15:30:31

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