I've seen this happening in a few different games and couldn't find a previous post that asked this question. Are the 'bad guys' going to auto-adjust to our level (our level + number for higher ranked enemies)? I was thinking about this; there are some areas/games/styles where this is fine. But for CoT I hope this is NOT the case. The reason is sometimes it's fun to go take on group's of blues (level minus 1 or 2) just for the enjoyment of owning big groups of baddies. Can't really do that if all the enemies' levels auto adjust based on your level.
If this has been discussed, my apologies. I don't have the time at work to look through the hundreds of different forums.
Compulsively clicking the refresh button until the next update.
Isn't CoT going to allow us to raise/lower our levels to group with friends (and maybe to redo content)? There wouldn't be much point to having open world enemies (outside giant bosses maybe so newbies could contribute to fighting them?) behave that way.
I agree with you that it helps add a sense of progression, especially since many outdoor bad guys are often used as little more than window dressing. These days players expect more from game content than "go punch 5 bears and click on 5 rocks and come back". In this context having some baddies that you outgrow makes the player feel powerful as they leap or fly past what was once a threat and at the same time doesn't create a lot of wasted open world space due to instancing and phasing. You can feel super compared to the thugs that gave you trouble five levels ago by keeping a few of those guys around without having to slog through the same big zone full of them every time from then on.
It's been discussed but I don't know if ever officially answered by MWM. Like you, I really hope this is *not* the case for CoT. I think avoiding such auto scaling is important to achieve the sense that one's character is growing in power as s/he levels.
Spurn all ye kindle.
I do hope instances work similar to CoH and scale to us (and give us the option to tweak scaling to make it harder).
I also hope CoT will make use of phase tech so you can revisit open world areas after "cleaning them up" and see the impact of your actions. It would also mean being able to reuse the same area with a variety of content. Maybe you fight off one gang in the slums and the place becomes more peaceful and prosperous with more missions available that don't involve just beating up thugs. Or...you know, a different gang moves in to the area in a hopeless Sisyphean struggle for a better life in a dark and gritty setting?
The world spawns are static level ranges. Nor do player character levels auto adjust to the level maps’ “levels”.
Instance maps will have dynamic spawning but only up to the level range of the mission instance. We can, in theory, make the leve range 1-50 and then the instance map will spawn pawns up to what ever level of the player.
But there are other issues that need to be addressed in the design of the systems to make instanced content work for all level ranges.
But the dynamic spawns by team size, levels, and pawn rank ratios to number of players is all planned for.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
This is what i wanted to hear! Thanks!
Compulsively clicking the refresh button until the next update.
As did I. Thanks, as usual, Tannim!
Spurn all ye kindle.