what would you think if all enemies and quests were made skul level, so we could choose any quest and any zone to train whenever we wanted to? that would unclude opening vibora bay/monster island for newbies too.
the tec is already in game and I don't see why it couldn't work. the only big change they would need to make is for loot to be dependant on character's level instead of a per mission or per enemy.
I thik that alone would make leveling (not through alerts) MUCH more varied and also we could choose our own paths. if I make a vampire hero it makes much more sense to level it up in Vibora bay than in westside. same for a street level hero, or a cosmic/alien/divine kind of toon.
would you like that? yes or no? if no, why would you be against it?
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the question then becomes 'would it be viable for a minuscule dev team to do?' since changing it would probably involve lots of code being changed as every mission would need to be altered individually
That depends entirely on how easy (or difficult) it is to batch replace things. For example, conducting a bulk search/replace all green quality primary offense quest rewards with a crate that, when obtained, auto-unpacks a level-appropriate green quality primary offense with ss-appropriate stats.
i seriously doubt the capability isn't there
as for batch-replacing code...most devs aren't really insightful enough to code things like that so pertinent bits of code can be mass-replaced later on down the line
Epic Stronghold
Block timing explained
The nightmare invansion daily mobs are the greatest example of this
Only we can hope the Devs after they done with the QoL of every Powerset can start doing this.
As for skull-level specifically, I agree with those who've said it would have its problems. However, if the devs get time to add an area to the already-existing zones (or adding another zone entirely), they might want to consider this. Think about it: the basic zones have certain level ranges in them. A zone that anyone can go into and fight effectively (regardless of level) would be great for anyone lvl 20 & up. (Before that they might not have the powers; skulls are not quite the same as normal mobs.)
If it could be done to some degree, I'd be for it. But the traditional basic zones should probably largely stay the way they are.
EDIT: One more thought. Perhaps anyone who already has a character of a certain level should be able to start in Millenium City or "Skull" City. Anyone with a level 40 especially should know to at least a fair degree the ins and outs of the game. That way casual players (new or not) could start in familiar territory while players thirsting for a little more could dive in and see if they can handle it. But again, would the devs have time to do this??
Honestly it'd be better to make rewards use level scaling.
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My characters
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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My characters
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Funnilly enough, though (having played the recently revised OMs)... skull level isn't the perfect solution the way it currently works. A base skull level enemy is still easy enough - it's only when they become Tough level that they get some grit (and then it's a bit too much, tbh, almost double the HP). I'm never been sure whether they scale with the difficulty level of the player (wish they did).
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained