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(thinking) level adjustments are non-genre

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Tzu
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(thinking) level adjustments are non-genre

Here's my problem:

Levels are almost directly oppositional to the superhero genre.

AND

Levels are vital, possibly integral, to the experience of the MMO genre.

Is there anything that can be done about this?

...

Here's what I'm talking about.

I'm a hero fresh out of my origin story. I can shoot fire out of my hands or throw people around telekinetically or whatever. But the cops in Atlas park are at least as useful as I am and the ones next door in Kings Row can take on things against which I have no hope at all. The least minion of an organized crime family will destroy me in seconds flat while all I have is a 5% chance of bruising his knuckle before he does. Despite being a superhero, acclaimed by passersby, I dare not set foot in most of the city.

I'm a somewhat experienced hero. I've brought some peace to Atlas Park and made the gangs of Kings Row walk cautiously and fear my name. I have a few more tricks up my sleeve and have developed my powers just a touch. I still cannot step into the shoes of a beat cop on Talos Island, who continues to face things against which I have no hope at all. But with just that slight edge, suddenly the thugs in Atlas ignore me, but stand no chance against me should I engage.

And so on, and so on.

This could hardly be farther from the genre of comic books where heroes can and do develop over time, but can often contend with master villains right out of the gate and usefully team up with veteran heroes and are automatically assumed to be more effective than normal law-enforcement in almost any circumstance or else what's the bloody point?

Ok, fine, smartguy, I hear someone saying, but that's how MMO's work. At any one time, most of the game is either impossibly hard or trivially easy (and therefore without reward). There's a 'sweet spot' that lays out a path through the game and up the levels. That's just MMOs, which are, after all, built on the guidelines of early D&D (Fighting Men get 5% better each level up to level 10, dontchaknow). How else do the developers demonstrate improvement or gate content?

Back to my question: is there anything that can be done about this? SHOULD anything be done about this? I don't know. Yes, it bugs me, but its so built into the foundations of mainstream MMOs that it might just be inevitable at this point.

But here's a small suggestion anyway: [b]Don't include combat calculations that take relative level into account.[/b] Let the powers, enhancements, and inherent improvements tell the story all by themselves. There are surely other, and more in-genre, ways to gate content.

Thoughts?

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This is one of those things

This is one of those things that bugs me about a LOT of the MMO games I've played, whether they be RPG or RTS or whatever. Specifically what I'm talking about is the Planned Obsolescence of content. Once you reach Level 10 ... move out on from King's Row and The Hollows into Steel Canyon and Skyway City. Once you've reached Level 20 ... move on into Talos Island and Independence Port. Once you reach Level 30 ... move on into Brickstown and Founders' Falls. Once you reach 40 ... move on into Peregrine Island and the Rikti Crash Site/War Zone. Once you reach 50 ... run the Statesman Task Force, the Lord Recluse Task Force, the Imperius Task Force and all of the Incarnate Trials ... forever.

Now I want to be clear that I think it's (on balance) a good idea to give zones and regions a MINIMUM on their Level Range, so that you don't have Level 1 characters trying to knock over Grandville to set up their Lunch Money Protection Racket (or whatever). That's fine. But I also have to wonder if it might not be a wise thing to rig the game such that zones simply don't have a MAXIMUM on their Level Range.

City of Heroes would have been hard pressed to implement anything even approximately like this (see: sunk costs of already developed content), but they did manage to accomplish something akin to it with their Event Scaling Code (which I think was the Giant Monster code) ... where mobs spawned as part of an Event "auto scaled" to whatever Level was engaging them, creating "Level-[b]less[/b]" content that could be played. So that way you could have a wide range of Levels (from 1 to 50, in fact) all beating on a Mob Target simultaneously, and everyone would be "contributing" to the defeat of the Mob Target in an equalized fashion. Now, obviously, the Level 50s would have more powers and a better attack chain and more enhancements of their powers and on and on, so on and so forth ... so it wasn't a TRULY equal comparison when stacking up against a Level 1 ... but it was a lot "more equal" than it could have been if the Giant Monster was also a Level 50 and just sneezed in the general Zip Code of the Level 1 accidentally.

If there were somehow a way to make zones "not top out" at some sort of artificial/arbitrary Level Cap, so as to "auto-sidekick/auto-exemplar" PCs in some form or fashion in a way that let them "keep" their powers but somehow still managed to scale the Foe NPCs in such a way that the PCs couldn't "ignore" them ... then that might hold some promise. Not exactly how that would WORK in game mechanical terms, but there might be a solution ... even if it's an entirely optional one that applies "Giant Monster Code" to every Foe NPC in a zone that the PC has outleveled, so that a Level 30 is still "required" to in many ways still "respect" the Foe NPCs that spawn in a 1-5 Zone, or even a 1-10 Zone.

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Redlynne wrote:
Redlynne wrote:

But I also have to wonder if it might not be a wise thing to rig the game such that zones simply don't have a MAXIMUM on their Level Range.

It is definitely worth looking into a way to avoid outleveling content. In some games, outleveling is the way you can manage the difficulty of a quest, but if CoT includes the CoH magic that allowed you to manage difficulty already, that is covered.

I did use outleveling as a way to rush (in game time, as opposed to real time) arcs that unlocked things. For instance, I would often play Striga up until I got "book" with the last contact (Lars?), then I'd head off to Croatoa or wherever, knowing I could gray out the remainder of missions quickly if I needed Hess unlocked on that character. As much as that was convenient for me, I don't think that is a thing they need to worry about preserving. IOW, the advantage of additional content (in the form of content that would otherwise have been "expired" and gone), is worth more.

That should be pretty easy to achieve when it comes to instanced missions. It would also be nice if they could come up with a way to keep openworld difficulty based a character's slider settings, as well, but i could see that being a lot more complicated (though, as you point out, there was some of that in place in CoH in the handling of giant monsters).

Anyway, making more zone and arcs viable throughout a character's career would add a lots of play options.

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It seems to me as if the huge

It seems to me as if the huge level differences and jumps in relative power that gate content are a problematic relic of the early days of MMOs. It also seems to me as if the developers at CoX realized this and began to fix it in places. First with the sidekick system (and it's later refinements) and also with Ouroboros and a few other things such as the giant monster code mentioned above. And, sure, we could mimic or translate CoX's partial fix of the problem, but wouldn't it be better to avoid the problem in the first place?

Just do a little thought experiment with me. Think about a let's say level 10 hero showing up in Peregrine and engaging 3 Nemesis minions. As the game stood, of course the hero gets basically one-shotted. Now lets say that level 10 hero is side-kicked up to even level with those minions. Now will the hero win? Honestly, probably not, but with some good tactics and inspirations the hero might have a slim chance, and is likely to at least be able to escape.

In my opinion, thats how the game should feel. I think it's a solid place somewhere between the genre and the game. It allows the feeling of advancement, just think of the difference in feel and power between that level 10 character and one thats actually even level with those Nemesis minions. But it allows for smart ambitious players to go places and try things as well.

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Tzu wrote:
Tzu wrote:

And, sure, we could mimic or translate CoX's partial fix of the problem, but wouldn't it be better to avoid the problem in the first place?

*shrug* that is an implementation question. IOW, that distinction is something that will make sense or not based on the context of their game code, and I don't know what that looks like. Do I think they should go with the approach you are suggesting (as opposed to massaging levels) if that can work for what they have in place (or if they don't have much in place already related to that, which is not unlikely)? Sure. There may be some desire to keep some levels more for upper-level people, but I would think the relative difficulty of poor slotting and small number of powers would encourage that.

eta: hm, rereading that, starting with a shrug makes it feel like I don't think the distinction is a big difference. That's not the case. I think it would be much better design to bake in a level-agnostic approach than to work around being level-conscious. I also think it would be a cool feature for CoT to have, much like SSK was for CoH. The shrug is more about my efforts not to fall in love with one approach to something (that can lead to me getting bitter about something that is cool, just because it isn't 100% the way I would do it, etc. >_>)... I dunno what the CoT folks may have in place as of yet that might make level-agnosticism hard.

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Good idea; I'd suggest one

Good idea; I'd suggest one adjustment, though: you auto-SK up to content, but not down (unless you're in a team or have set some option to always auto-SK down).

Why? Two reasons:
One is genre; if you're playing a high powered superhero/villain, then mortal thugs and low-end villains (or police respectively) stop being a threat. The only problem someone like Superman has with normal villains is the whole world-of-cardboard thing where he has to hold back to avoid hurting them - and, personally, I'm not sure I want to have game mechanics that deal with that issue; if I want to RP my character as making non-lethal take-downs, I should be able to do so without game mechanics getting in the way.

Two is gameplay; if you've spent a few hours dealing with the local gangs, it starts to get to the point where fighting them again is more of a chore than a fun thing, especially if you were just trying to go from point A to point B. ...However, if those gangs spawn in less ubiquitous groups, then this might be a non-issue; if the main streets of Titan City are more or less clear, and you have to go looking in narrow alleyways and under bridges to find trouble, then I don't see any serious gameplay issues; the problem is making sure the player has the choice to avoid combat; being over-level is only one way to allow that option.

Hm... This actually makes me think some about to-hit mechanics. I'll want to write that up in a new thread, though.

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Wyvern wrote:
Wyvern wrote:

Good idea; I'd suggest one adjustment, though: you auto-SK up to content, but not down (unless you're in a team or have set some option to always auto-SK down).

Except if you do that, then there's no reason to give any NPC Mobs [b]anywhere[/b] a "Level" and you essentially wind up with it being simpler to just make all PvE Zones have "Level-less Content" in them, because you've made Levels functionally irrelevant at that point.

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I like the idea of Auto-SK UP

I like the idea of Auto-SK UP if you go into a higher zone...that makes playing with your friends a lot easier. You have jack for powers, and not enough enhancements to really deal with the zone, but at least you get XP and dont get one shotted...

However what would then stop people from just jumping into the higher zones right off the bat?

The Secret World has a interesting model...where your skills determine the level of gear that you can use, and essentially the gear determines what you can deal with. Obviously that is a HUGELY different model than employed by CoX.

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So, stream of consciousness..

So, stream of consciousness...

Tzu's comment about attaching value to powers seems like a solid idea..... but we still end up with tiers and gated materal, it's just gated by "powers level" rather than character level, which would end up being the same thing, just look more complicated.....

So....here's my thinking. rather than teir "zones", you tier "threats".
So, level 1-10 would qualify as tier 1 threats. They would consist of general street-level threats (pick-pockets, lowlevel thugs, basically normal people commiting crimes) with some slight augmentation (low level powers or specialized weapons)

level 11-20 would be tier 2 threats. these would be mid level villains(the sort that can be taken down by a single hero, but challenging) and moderately augmented goons (your full blown Sky Pirates or Black Roses would fit here)

level 21-30 would be tier 3 threats. these would be your master villains that generally take a team to bring down (Magneto or Dr. Doom types) and highly augmented goons (lieutenants/lackies/sidekicks who are generally comparable to a mid-level villain)

You could even have "tier 4" threats which are like raid bosses....

Pretty standard stuff, on the surface, so here's where I'd mix things up
every (or nearly ever) zone in the game has level one, two, and three threats. There is no "kiddie pool", and no gradually scaling difficulty [i]by zone[/i] Rather, the type of activity and the aesthetics of those involved define their challenge.

if your superhero ID is still warm from the presses, you'll be looking for street level crime. You might stumble upon bigger threats, but you're small fish compared to more powerful heroes who will be trying to stop them...

This set up accomplishes several things:
It makes the whole city more authentic and organic, allowing each zone to have it's own "balance" of the various threat levels without ever literally gating the world.
You never feel like you're "leaving behind" any part of the city, as viable threats for your level exist in every zone (though you might not get to enjoy the full content of the zone)
You are able to stay or go as you please (by having all threat types in all zones, to some degree, if you want to spend your whole career trying to experience every bit of content in Alexendria, you never have to leave there.... or you can do the same thing in any other part of the city)
Developers have the ability to build more dramatic and dynamic enemy compositions, as you could have a mix of multiple threat levels in a mission (fight your way through tier 1 gang members before facing off with their tier 2 leader... or working your way through various tiers of enemy mob compositions as you move through a super villain's volcano lair)
Can dramatically diminish the feeling of out leveling a "zone", as there will always be viable threats for your character to face.
Depending on how the mechanics are set up, this could also lead to better team dynamics, as "sidekicks" would have the ability to face off against tier-comparable enemies, while "mentors" would go toe to toe with higher tier threats.

and, lastly... at least so far..... this system would allow the development team to define neighborhoods or zones by their threat balance, rather than their "level." A place like Clarkstown might have a high percentage of tier 1 street crime, but it's instanced missions might all be tier 3 (cause rent is cheap, and no one cares if you have a portal to the outerverse hellscape in your basement....)
and a place like alexendria might have very little actual street crime, and what it does have is tier two or three... but it's instanced missions are all pretty small time (because a super villain might walk into town to cause trouble, but it's rare that many can actually get a foothold in that part of the city)

as a side note, this sort of system would also enable developers to play with villain dynamics in other ways, In alexendria, for example, you might have a tier 2 threat (Some Kingpin-esque lawful-evil type) who hires tier three protection.... so one hero in his teens might devise a plan to draw the bodyguards away and poach the leader... while a team of heroes might tackle the lieutenants and boss head on...

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GhostHack wrote:
GhostHack wrote:

So, stream of consciousness...

Yeah, it will be hard to be specific before we have a better handle for how they'll want to use the zones and how they'll want to make a zone's story arcs available, etc.

Quote:

Tzu's comment about attaching value to powers seems like a solid idea..... but we still end up with tiers and gated materal, it's just gated by "powers level" rather than character level, which would end up being the same thing, just look more complicated.....

I agree that it is likely they'd gate entry to material. Another possibility is that the method could follow from whatever reason that have to want it to be gated. It could be rep with a contact or faction or whatever they prefer. It could even be based on level if they wanted.

They would need to make sure that there are ways for people to find entry to arcs that -are- open to them, though. It could be something like that list CoH added at the end, or it could be that when they clicked on a contact that gives an arc that is closed to them they would get suggestions on who to talk to, it could be that, as they are streetsweeping they gets tips for stuff that is not gated for them (and which will probably be in other zones).

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A thought that came to me is

A thought that came to me is that one option is to do away with the strict 'Zone A = Levels 1-10' paradigm. Instead, if one were to place a threat map on Titan City they'd get a bunch of variably overlapping blobs (along the lines of what GhostHack is suggesting). Also, a city is a three dimensional environment. In some zones the lower level "punks" could relegated to the streets while the tougher guys hang out in the restaurants, bars, clubs, or warehouses. Or on the rooftops (best learn in which neighborhoods the rooftops are more dangerous than the streets, chummer).

Levels (or some facsimile thereof) are going to be necessary for much the same reason that it is easier, even desirable, to have ATs: they are relatively simple and straightforward structures that both computers and people can grasp with minimal difficulty. "I am level 16" presents a lot of information in a compact package that would be impossible to match with something like "I am a somewhat experienced hero".

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That's kind of why i like the

That's kind of why i like the idea that enemies are structured into tiers, while PCs are structured into levels.

basically, if you're between level 1 and 10.... tier 1 villains are possible challenges.... adhering to the grey-blue-green-yellow-orange-red-purple [b]color[/b] scale, but used more as a point of reference.

If you're soloing, your combat growth arch is going to be a little slower, as you'll likely have to keep track of your enemy's con levels.... but a team can worry less about the con, and only really consider the Threat level (as you'll be "viable" against anything in your respective tier, it'll just be more challenging)

I really like the idea that villains don't play nice and stay in level-appropriate zones... I like the danger of running face to face with REAL danger... while also never feeling like I'm a complete wuss who "doesnt belong here"....
...and, since I HATE HATE HATE feeling like as soon as I'm decently powerful in the zone I'm in, I have to leave and go to some place where i'm worthless again....
With this model... I Never have to have that feeling.

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Darth Fez wrote:
Darth Fez wrote:

A thought that came to me is that one option is to do away with the strict 'Zone A = Levels 1-10' paradigm. Instead, if one were to place a threat map on Titan City they'd get a bunch of variably overlapping blobs (along the lines of what GhostHack is suggesting). Also, a city is a three dimensional environment. In some zones the lower level "punks" could relegated to the streets while the tougher guys hang out in the restaurants, bars, clubs, or warehouses. Or on the rooftops (best learn in which neighborhoods the rooftops are more dangerous than the streets, chummer).
Levels (or some facsimile thereof) are going to be necessary for much the same reason that it is easier, even desirable, to have ATs: they are relatively simple and straightforward structures that both computers and people can grasp with minimal difficulty. "I am level 16" presents a lot of information in a compact package that would be impossible to match with something like "I am a somewhat experienced hero".

I agree with this entirely. I don't think you can do away with levels in a game like this, and it might not be desirable even if you could. And the idea of zones of 'difficulty' described here would be one good way of making content available at different levels without gating it in genre defying ways.

Also, Darth Fez, thanks for coming back and contributing to my second attempt at this point. :-)

Regarding levels, I certainly don't want to get rid of them. As stated, they are a very handy way to organize and describe the character. I just think that you could minimize the effect of the difference relative levels has on some game interactions, and that the result would be all to the positive.

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Level-less content had been

Level-less content had been debated in depth, though the discussions I saw did not touch on some of the reasons for it given here. Still, I really can't wait for them to fix the old forums so anyone can see them (but not register), so they can function as archives and I can drop you guys links and say 'refer to here'. Sigh...anyway, pushing CoH's stuff a bit farther is fine but I don't think we're set to re-invent the whole thing yet.

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There is a way of making

There is a way of making lower level content "non-obsolete".. it was done in Guild Wars 2.. and it's a method I'd hope CoT would at least consider: You NEVER outlevel low content.

For instance: You have just finished a mission in Steel Canyon, when your friend contacts you for help in a particularly brutal mission in Atlas Park. So.. away you go! You hit Atlas Park, and notice that you have been de leveled.. What?!? Yes.. de leveled. You still have all the powers you should, but your fighting level is now the maximum suggested level for that zone. So.. you do have an advantage.. you still have all your neat powers... BUT.. it is not a given that you will wipe the floor with any and all mobs. Likely.. but not a given. So.. now you can help your friend out.. you get XPs for that mission as if it were a "green" mission for your level, and all is right with the world.

This type of thing would give higher levels more incentive to actually head back to older zones and help out.. because they still get drops/XPs/etc, and they don't feel way overpowered.

Of course, they could also allow lower levels to auto SideKick for higher end content.. with the understanding that the ONLY way they are doing that content is with the guidance of a higher level (i.e.; more experienced) hero.

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The only issue with de

The only issue with de-leveling is the PITA factor. I am level 50, I dont wanna have to fight through street punks because I am cruising around in Atlas Park.

I do like the idea of revisiting older zones...as well as being able to have missions scale to my level. So for example my level 50 goes back to do some old content that I skipped, but I am facing lvl 50 mobs in the mission, just not necessarily out in the streets.

But it did work for many PVP zones and TFs in CoH...so really I guess it would not be that big of a deal.

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And then there is the sandbox

And then there is the sandbox route (a la Eve Online, Ultima Online), where you dont have "levels" as such.

Hell, Eve Online is probably better than most, because there is content in that game where you *cannot* take in your "Uber battleship of doom" into it, and have to use a smaller class ship

And when you are in a ship, there is a *finite* amount of skills that are applicable to that ship at that point in time. And yes, although leveling up a skill in Eve Online takes "real time", you can achieve 80% of the effectiveness of someone who has maxed out a skill in 20% of the time that they have invested.

And in Eve, there are roles that a *low skilled* person is quite possibly more ideal for (even if it isnt directly getting your feet stuck in combat).

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Well.. fighting through

Well.. fighting through street punks would be an issue if you were on the ground, and wandered into a spawn of them. Still.. most will be superjumping or superspeeding or flying by then, so the street punks on the ground would be less an issue. But for instanced missions, you'd have mobs as if they were your level. You might see "Level 6" on your icon, and the mobs might say "level 6" on their icons, but you're still level 50.. you have all your powers.. you just fight at a lower level for that zone.

It gives the illusion that "Atlas Park" is still somewhat of a challenge even though you've moved on, but not "OMG I'll DIE!!". So you have to, once again, fight a pack of Hellions? Yer a hero! That woman's purse is in jeopardy! Get crackin!!

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Becky Thunder wrote:
Becky Thunder wrote:

Well.. fighting through street punks would be an issue if you were on the ground, and wandered into a spawn of them. Still.. most will be superjumping or superspeeding or flying by then, so the street punks on the ground would be less an issue. But for instanced missions, you'd have mobs as if they were your level. You might see "Level 6" on your icon, and the mobs might say "level 6" on their icons, but you're still level 50.. you have all your powers.. you just fight at a lower level for that zone.
It gives the illusion that "Atlas Park" is still somewhat of a challenge even though you've moved on, but not "OMG I'll DIE!!". So you have to, once again, fight a pack of Hellions? Yer a hero! That woman's purse is in jeopardy! Get crackin!!
^.^

That is what Guild Wars 2 does when you "level down". You stil retain all the skills and gear that you have, just "scaled down" to an appropriate level.

You can still die, but you are still more effective than someone who is level appropriate for that zone, and you who is "visiting" that zone.

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Apologies if these points

Apologies if these points have been covered; it's late and my eyes are bleeding. If yours are too, go ahead and skip over this; I'll understand.

So in role-playing games, people like to think that what they're doing now is building on what they did before and will be the foundation for what they'll do next. In other words, progression. This can be by D&D XP applied to a level system, GURPS character points applied free form, or MMO XP on a level system. But it's not about the points; it's about what you do with them. In CoX, that was "get new powers and slots".

So yay, you've got new powers and slots, now it's time to face some enemies that are tougher than the lot that you beat down to get this far. Well, let's talk about those enemies. They've got powers, too, and you'd expect them to have more at higher levels, and for them to work better, to keep pace with your own progression. But what if they're the same kind of mobs you've been beating on? Wow, all of a sudden you're facing air wizards instead of ice wizards or something.

So the writers have to create a lot more kinds of opponents per enemy group than you're going to be facing at any given moment. Some may be ridiculously weaker, with maybe one or two attacks. You can't expect them to Zerg rush you to keep you interested, so it' likely they will just not show or you'll see them as little more than speed bumps. On the other hand, if your four-power character turns the corner and runs right into a fully-loaded pet controller, you're completely screwed.

So if you don't want to spend all year creating many different grades of enemies, several of each for each range of levels you might encounter them in, then you have to put a cap on that enemy group's levels. And with that, you have to cap their content as well.

So level caps on content are an emergent behavior of the level system and devs not having infinite resources. The CoT devs have already guaranteed us a level system with the Kickstarter. So there's going to be level-capped content, like it or not.

The best I think you'll get is an auto-Ouroborous system where your level is knocked down to the content, if you run content you've passed the natural level for. And further, unlike CoX, when you knock down levels you really should deactivate slots added at later levels as well. Otherwise you've got folks with six slots in everything blowing right through.

And that means you're screwed if you have to run through a higher level zone to get where you need to go and get ambushed.

And to whoever I just paraphrased... if we cross paths, I owe you a drink.

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Oh, one other thing:

Oh, one other thing: something I thought CoH had when I started playing was random high-level enemy spawns in lower-level zones. (Turned out it was just leftover ambushes.) It seemed like an interesting RP-lite system where the younger heroes needed to watch out and not get overconfident lest they find one of these the hard way and get smooshed, and instead had to either team up en masse or call in higher-level help to the location. In other words, it was like the lower level players were giving out the radio mission in real time.

I saw lots of Rikti and Devouring Earth in Steel Canyon that way.

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Tzu wrote:
Tzu wrote:

Also, Darth Fez, thanks for coming back and contributing to my second attempt at this point. :-)

Happy to contribute (whenever I'm not too lazy).[color=red]*[/color]

Quote:

Regarding levels, I certainly don't want to get rid of them. As stated, they are a very handy way to organize and describe the character. I just think that you could minimize the effect of the difference relative levels has on some game interactions, and that the result would be all to the positive.

The vast majority of game interaction boils down to combat, which is what the level systems are generally all about: they rate a character's combat ability (especially relative to their opponent).[color=red]**[/color] Including a level system only to attempt to find a way to make it meaningless is a bit strange.

Becky Thunder / Gangrel wrote:

That is what Guild Wars 2 does when you "level down". You stil retain all the skills and gear that you have, just "scaled down" to an appropriate level.
You can still die, but you are still more effective than someone who is level appropriate for that zone, and you who is "visiting" that zone.

This is how I would have wished CoH handled the exemplar system. Had that been the case I might have used it more than two or three times.

Revisiting zones while "de-leveled" could be a feature introduced as an aspect of something akin to Ouroboros. In addition to time travel or other dimensions missions, these could be presented as "What if...?" story lines.

[color=red]*[/color] More power to me if my contributions help.
[color=red]**[/color] For the purpose of such discussions about RPGs[color=red]***[/color] I'll use 'combat' as a convenient short-hand for any contested activity, whether it involves violence, social interaction, or picking a lock.
[color=red]***[/color] Real RPGs, not the computer game variant which (usually) appears to mean nothing more than "you earn XP in this game".

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Actually, this brings up an

Actually, this brings up an interesting point. What if PCs didn't spend all of their time playing the game at the Level Cap?

Consider that in City of Heroes, once you got to a Level, you never dropped below that Level except if you were to Exemplar/Malefactor (either to another Player, as part of a Task Force/Strike Force/Trial, or when doing a Flashback). So once you got to the Level Cap, you pretty much played the entire game at the Level Cap ... except when you voluntarily decided to run content that wasn't designed to be run at the Level Cap. This then allowed people to create builds that were essentially "50" Builds that assumed the character would always be 50 and never be put into a situation where they weren't 50. The result were some really peculiar incentives involving the Invention System with respect to Sets.

I, personally, wound up making all of my Invention Sets as Level 27 (with only rare exceptions) so as to be able to Exemplar down to Level 24 Content without losing my Set Bonuses.

But what if this assumption were no longer operative?
What if just because you've reached the Level Cap, that doesn't necessarily mean that you will always be PLAYING at the Level Cap except for very special circumstances?

Setting up City of Titans such that PCs need to be "viable" across a RANGE of Levels, rather than just merely at the Level Cap (or close to it), could make for a very interesting incentive structure on how character builds are made ... in that you'd want to have a build that is viable in the early game, the mid game and the end game, instead of just being viable in the end game only because everything that came before that "doesn't matter" anymore once you've got your end game build.

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Darth Fez wrote:
Darth Fez wrote:

The vast majority of game interaction boils down to combat, which is what the level systems are generally all about: they rate a character's combat ability (especially relative to their opponent). Including a level system only to attempt to find a way to make it meaningless is a bit strange.

This is the only point I feel like I need to clarify. Stuff gets balanced around even level, or very close level, opponents. That's where the base rewards get set as well. In these conditions, combat 'level' balances out and therefore doesn't affect calculations. At that point it is meaningless. It only takes on meaning when there is a disparity between combatant levels. There is an additional system that comes into play at that point and enforces the idea that even small differences in level matter a lot. And this system is in place to enforce the 'sweet spot' or the path the character is supposed to take through the game.

Beyond that, it doesn't have any meaning. And the attempts to give it meaning are what forces the character to be cut off from most of the game's content at any given point in ways that are destructive to the genre.

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I'm feeling the need to

I'm feeling the need to provide some sort of example system where level can be a useful combat feature without being an overwhelming one. Lets start by laying out the extremes.

Here's the CoX version. Powers are nice and shiny, and important when fighting things near your level. However once you're 4 levels over your target any attack is near automatic hit and a near automatic kill. You can stand in the middle of a group and take most things down with unslotted Brawl if you have the patience. Likewise, unless you are buffed and slotted to up near the caps, you are rarely hitting and barely scratching anything 4 or more levels above you.

Of course we could go to the opposite extreme and take 'combat level' out of the equation entirely. In this version we might say that Level is only a shorthand term for how many powers and enhancement slots the character has and nothing more.

I think we can strike a middle ground. Perhaps something like this. Just for the sake of discussion, lets say that all the character's basic stats go up 1% per level. So if a level 1 and a level 50, all other things being equal, just use unslotted Brawl on each other, the level 50 will be 50% more accurate and do 50% more damage, and maybe be 50% harder to hit and take 50% less damage as well (and be 50% more resistant to being Disoriented if Brawl does that, maybe has 50% more Health, etc & etc amen). Then let those inherent numbers do the job instead of adding an additional calculation based on relative level. In this simple hypothetical system, being higher level does mean something, but in any given fight powers and slotting and numbers of combatants and teamwork will be the more important factors. A team of low level characters could be a challenge for a single high level one. The higher level will have many more powers and opportunities to enhance or buff which may make some of those numbers go much higher, of course.

If this isn't steep enough for you, make it 1.5% or 2% per level, or whatever works out best after some testing. I'm just trying to frame an idea here.

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Redlynne wrote:
Redlynne wrote:

Actually, this brings up an interesting point. What if PCs didn't spend all of their time playing the game at the Level Cap?
Consider that in City of Heroes, once you got to a Level, you never dropped below that Level except if you were to Exemplar/Malefactor (either to another Player, as part of a Task Force/Strike Force/Trial, or when doing a Flashback). So once you got to the Level Cap, you pretty much played the entire game at the Level Cap ... except when you voluntarily decided to run content that wasn't designed to be run at the Level Cap. This then allowed people to create builds that were essentially "50" Builds that assumed the character would always be 50 and never be put into a situation where they weren't 50. The result were some really peculiar incentives involving the Invention System with respect to Sets.
I, personally, wound up making all of my Invention Sets as Level 27 (with only rare exceptions) so as to be able to Exemplar down to Level 24 Content without losing my Set Bonuses.
But what if this assumption were no longer operative?
What if just because you've reached the Level Cap, that doesn't necessarily mean that you will always be PLAYING at the Level Cap except for very special circumstances?
Setting up City of Titans such that PCs need to be "viable" across a RANGE of Levels, rather than just merely at the Level Cap (or close to it), could make for a very interesting incentive structure on how character builds are made ... in that you'd want to have a build that is viable in the early game, the mid game and the end game, instead of just being viable in the end game only because everything that came before that "doesn't matter" anymore once you've got your end game build.

By the time the CoH Incarnate system was in place characters could have up to 3 different ready-made builds. Even without doing the Incarnate content any character could have 2 different builds at level 10. This allowed you to have different combinations of powers/enhancements so that you could have an "early game", "midgame" and/or "end game" build ready to go whenever you needed without having to be locked into any one design like that.

Of course it'll be interesting to see if CoT allows us to have multiple builds of if it'll be different enough that it wouldn't matter.

CoH player from April 25, 2004 to November 30, 2012
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I really like some of what I

I really like some of what I'm seeing here, especially GhostHack's idea. I've never been comfortable with a street punk taking on an experienced super for more than a few seconds without some sort of augmentation. Now if we classify all 'normal' criminals as 'less powerful', lieutenants as 'equal' and so forth then the whole system takes care of itself. The Devs can even tweak the old '3 minions or 1 minion and 1 Lt' system this way. Newer characters with fewer powers will be challenged by 1-2 minions perhaps. As they get more powers, they have more options and can handle greater threats. This will hold true for tougher toons (who will be able to accumulate more defenses) and the squishier types (who will have more offensive choices to work with).

Not sure what the final outcome will be but if they can break out of the 'this zone is level 10-15' mold they will truly have something new and different for us.

I remember when Star Wars was cool...a long, long time ago...

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Tzu wrote:
Tzu wrote:

Beyond that, it doesn't have any meaning. And the attempts to give it meaning are what forces the character to be cut off from most of the game's content at any given point in ways that are destructive to the genre.

I get your point and I appreciate your example. The question I am left with is whether this solution, which may be of advantage to the genre, is not destructive to the game?

If such a low level character can potentially defeat a maximum level enemy, and could almost certainly do so if in a group, wouldn't that make the other content meaningless in terms of leveling? Street sweeping of that caliber would make early leveling content meaningless in ways that overshadow even the DFB trial. Further, if we allow that max. level enemies are an adequate challenge for a group of low level characters, how does one make even level content challenging? Is group vs no group the sole yardstick? (Where does that leave the many heroes who consistently work alone?) Let's say all that is behind you and your character has reached maximum level. What now? Fight more level 50 enemies, which you may well have been doing for the past 20, 30, or 40 levels?

Seen from a different perspective, how would you feel if your max. level character measures up no better than a handful of level 5 characters? For my part, I'd feel rather underwhelmed with my "epic" hero.

One reason the level disparity is and needs to be present is that all the content is available at once and (theoretically) without restriction. A MMO game cannot present content piecemeal, as is the case with a tabletop/PnP game. Nor is there a one-to-one comparison possible between a medium in which the narrative is 'god' and a medium in which rules, in the form of numbers and mechanics, must be 'god'. The latter obviously has more, and certainly different, limitations than the former.

Another item to consider: your premise, as provided in the example, precludes enhancements/boosts. These are also direct results of leveling.

Last, but certainly not least, is that I believe your suggestion fails the "spiritual successor" test. Your suggestion would need to be included in a system from the ground up. It is not an idea that can jury rigged onto an existing level-based mechanic.

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Darth Fez wrote:
Darth Fez wrote:

The question I am left with is whether this solution, which may be of advantage to the genre, is not destructive to the game?

Excellent. I think that, at least, we are asking the same question.

You seem to think this suggestion is far more radical than it actually is. Quite a bit of content in CoX was like this already, everything from task forces if you were higher level to ritki and zombie invasions to giant monsters, to Ouroboros content and more. Saying 'let's make more things, or even everything like this' would be a pretty significant change. I think it could easily still be a spiritual successor, but I'm not even going that far.

On one hand you have the old standard way, maybe good for the game, certainly bad for the genre. On the other hand you have the 'completely remove combat levels' way, maybe bad for the game, it's arguable and would depend on implementation, certainly better for the genre. But, again, I'm not even going that far. I'm saying maybe we could think about reducing the effects of combat level to something less destructive to the genre. And there's been some decent thinking already in this thread, so that all seems to the good.

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The way GW2 implemented their

The way GW2 implemented their system was this: You 'de leveled' when you entered a lower level zone, but 're leveled' when you entered a higher level zone, but you were always limited by your actual level. So.. if you were, say, level 25, and you entered "Atlas "Park", a level 1 to 6 zone, you would be 'de leveled' to 6, but still have all your powers. If you went back to your usual zone, you'd be back at level 25, and if you went to the level 30 to 40 zone, you'd be.... level 25! o.o

I just see it as a way of making it more... desirable? I guess.. for higher levels to head back to Atlas Park and give newbies help. Strengthens the community.. the higher level isn't a "god" (and by "god" I mean making the content way too trivial, while at the same time "nerfing" the poor newbies of their XP), and the newbies get some guidance by "Someone who's been there and done that."

I understand the whole "being underwhelmed" by having your level 50 suddenly fight as a level 6.. but you'd still have every single power you picked, so you would still be more capable than any 'true' level 6. Still.. I think the "price" would be worth it. After all, it's really the same thing if you "exemplar" down to join a lower level group.. sorta.. but this way, you still have every power you picked. So.. no more "Uht ohe... I can't fly anymore.. *sighs* Walking to the mission it is, then..." ^.^

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Becky Thunder wrote:
Becky Thunder wrote:

The way GW2 implemented their system was this: You 'de leveled' when you entered a lower level zone, but 're leveled' when you entered a higher level zone, but you were always limited by your actual level. So.. if you were, say, level 25, and you entered "Atlas "Park", a level 1 to 6 zone, you would be 'de leveled' to 6, but still have all your powers. If you went back to your usual zone, you'd be back at level 25, and if you went to the level 30 to 40 zone, you'd be.... level 25! o.o
I just see it as a way of making it more... desirable? I guess.. for higher levels to head back to Atlas Park and give newbies help. Strengthens the community.. the higher level isn't a "god" (and by "god" I mean making the content way too trivial, while at the same time "nerfing" the poor newbies of their XP), and the newbies get some guidance by "Someone who's been there and done that."
I understand the whole "being underwhelmed" by having your level 50 suddenly fight as a level 6.. but you'd still have every single power you picked, so you would still be more capable than any 'true' level 6. Still.. I think the "price" would be worth it. After all, it's really the same thing if you "exemplar" down to join a lower level group.. sorta.. but this way, you still have every power you picked. So.. no more "Uht ohe... I can't fly anymore.. *sighs* Walking to the mission it is, then..." ^.^

Its handy as well because with how GW2 is adding new content, they keep their events all in the lower end (mainly), zones, and spread up from there... this means that you wont be overpowered (as such) to make it for the events.

Also, with the daily rewards (doing small tasks), they can normally be easier to achieve in the lower zones. Also, although the majority of the lower level mobs will drop stuff appropriate to THEIR level, they can also drop stuff appropriate to YOUR level (I believe for the uncommon/rare stuff).

Also, there are the jumping puzzles and exploration stuff... and being level appropriate makes getting them a little bit more challenging.

And for some events, they do bump you up to the level cap (holiday events IIRC), so at least then everyone is equal (well, as equal as it can be when you have enhancements/gear involved).

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Darth Fez wrote:
Darth Fez wrote:

Tzu wrote:
Beyond that, it doesn't have any meaning. And the attempts to give it meaning are what forces the character to be cut off from most of the game's content at any given point in ways that are destructive to the genre.

I get your point and I appreciate your example. The question I am left with is whether this solution, which may be of advantage to the genre, is not destructive to the game?
If such a low level character can potentially defeat a maximum level enemy, and could almost certainly do so if in a group, wouldn't that make the other content meaningless in terms of leveling? Street sweeping of that caliber would make early leveling content meaningless in ways that overshadow even the DFB trial. Further, if we allow that max. level enemies are an adequate challenge for a group of low level characters, how does one make even level content challenging? Is group vs no group the sole yardstick? (Where does that leave the many heroes who consistently work alone?) Let's say all that is behind you and your character has reached maximum level. What now? Fight more level 50 enemies, which you may well have been doing for the past 20, 30, or 40 levels?
Seen from a different perspective, how would you feel if your max. level character measures up no better than a handful of level 5 characters? For my part, I'd feel rather underwhelmed with my "epic" hero.

I'm firmly in the "make leveling less meaningful camp" as I find too "epic" foes rather dull. I've always liked that the same Wolverine that was planet hopping and participating in intergalactic wars in one comic could still find a challenge fighting off mobsters in the other. (I'm OK with SOME level increment, but it should be marginal in my preferred world)

As you note, though- the too-flat curve could lead people to just jump "right to the top- but he'd be doing it without the powers and enhancements to those powers that a level 50 would. You could get a feel for this with the Rikti invasion- although the "giant monster code" was in effect, the invaders were built on a mid-30's template. Both the level 50's and the level 5's could fight these guys and contribute to the battle, but the level 5's contributed notably less.

Perhaps the solution here would be to change the metric of "accomplishment". it isn't a "progression to the top" racing to level 50, but instead offering a series of stories in each zone, and gaining achievement based on what impact you made on the city.

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Redlynne wrote:
Redlynne wrote:

Actually, this brings up an interesting point. What if PCs didn't spend all of their time playing the game at the Level Cap?
Consider that in City of Heroes, once you got to a Level, you never dropped below that Level except if you were to Exemplar/Malefactor (either to another Player, as part of a Task Force/Strike Force/Trial, or when doing a Flashback).

I would note the player vrs player zones also offered a level cap, and those zones offered NPC villains to fight.

Mission architect could also auto exempt you for certain missions while opening up an opportunity to fight unique enemies and combinations of enemies not found anywhere else in the game.

But that's more noted for historical accuracy than anything.

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
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Tzu wrote:
Tzu wrote:

You seem to think this suggestion is far more radical than it actually is. Quite a bit of content in CoX was like this already, everything from task forces if you were higher level to ritki and zombie invasions to giant monsters, to Ouroboros content and more. Saying 'let's make more things, or even everything like this' would be a pretty significant change. I think it could easily still be a spiritual successor, but I'm not even going that far.

chase wrote:

As you note, though- the too-flat curve could lead people to just jump "right to the top- but he'd be doing it without the powers and enhancements to those powers that a level 50 would. You could get a feel for this with the Rikti invasion- although the "giant monster code" was in effect, the invaders were built on a mid-30's template. Both the level 50's and the level 5's could fight these guys and contribute to the battle, but the level 5's contributed notably less.

We can agree that levels are an artifact of the game rather than the genre. The commonly held and accepted interpretation is that the character begins small - relatively inexperienced - and grows over time. We could even say that we are playing through (a part of) the character's origin story.

Given that the levels are arguably necessary in spite of the genre, is this not a case of attributing too much importance to levels? Why not accept that the opponents in the current story line are the big threat the character is dealing with right now? Why worry, to use the genre example, about the opponents the character will be fighting in an issue of the comic that hasn't been published? Wolverine isn't constantly out there looking for intergalactic wars or for the toughest guy in the galaxy to fight. When he's busy dealing with some mobsters then that's what he's doing right now, not worrying that he's not fighting Intergalactic Tough Guy # 57.[color=red]*[/color]

If, for argument's sake, such a system were absolutely necessary and had to be introduced, I'd use something we already know and appreciate: the sidekick/lackey system. Provide a virtual mentor/boss with a maximum level of five to ten levels lower than the level cap. In CoH that would have meant anyone can then sidekick themselves up to a maximum of level 39 to 44.

To borrow Lothic's phrase, I still feel that this is a solution in search of a problem.

[color=red]*[/color] As always these examples are rather flawed, since if such iconic comic book characters were in the game they'd almost certainly have to default to the maximum level (not to mention that their narrative would suddenly be constrained by a non-arbitrary system of rules and numbers). At max. level the level difference is a non-issue, obviously, because there are no higher level opponents.

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Darth Fez wrote:
Darth Fez wrote:

We can agree that levels are an artifact of the game rather than the genre. The commonly held and accepted interpretation is that the character begins small - relatively inexperienced - and grows over time.

Yes, we certainly can agree on the first part of that but I don't think we can on the second.

Levels (and the overwhelming importance of levels in combat) are far more 'in genre' when the genre you're playing with is, as the early MMOs in which this pattern was created were, an implementation of tabletop Dungeons & Dragons. In fact, its quite a commonly held view that starting as the nobody son of a poor farming family then rising to eventually challenge the gods themselves is what those game are all about.

For a game that's trying to implement an expression of the comic book superhero genre, or even the experience of a tabletop superhero game... it's not about the same thing. And giving every superhero (or supervillian) character the 'story arc' of a D&D nobody-to-pantheon-member offers far more cognitive dissonance than it would in a fantasy game.

For some clarity on this compare D&D, the template most fantasy MMOs work from, to the tabletop games designed for our genre here. There's Heroes Unlimited, Hero System Champions, Marvel Superheroes (the FASERIP game), Mayfair's DC Heroes game, and moving into more modern times theres Mutants & Masterminds, and maybe ICONS. Not one of these games is based on the D&D zero-to-divine sort of power rise, and the reason for that is that [i]its wrong for the genre[/i].

Darth Fez wrote:

Given that the levels are arguably necessary in spite of the genre, is this not a case of attributing too much importance to levels?

One more time, I'm not asking, or even really thinking about, nor encouraging others to think about, the abolition of levels. I think you are right that levels are useful, maybe even necessary, to the structure of the game. I'm not even saying that they're inherently non-genre. I'm saying that the huge and overwhelmingly decisive adjustments for relative level in combat ARE those things. In other words, yes, CoX attributed too much importance to levels.

Darth Fez wrote:

To borrow Lothic's phrase, I still feel that this is a solution in search of a problem.

Honestly, its fine if you don't see this as an issue. It seemed to me like something worth talking about, and I wondered if anyone else viewed this as something worth improving. And don't worry, I feel confident that should some of the developers see this as a real issue, they won't do anything which will spoil your gameplay.

*edit* Just remembering how many other superhero type games there are or were. Such as Aberrant, the newer incarnations of the Marvel and DC games, Wild Talents... anyway, all of those support the basic genre point, I just didn't want to leave them out. Ach, what a nerd. */edit*

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Darth Fez wrote:
Darth Fez wrote:

We can agree that levels are an artifact of the game rather than the genre. The commonly held and accepted interpretation is that the character begins small - relatively inexperienced - and grows over time. We could even say that we are playing through (a part of) the character's origin story.

That is fine for story arcs that are designed to be tied to an early part of the character's development (such as that Twinshot intro arc CoH had added towards the end) but, even in a game sense, it is bad to let someone outlevel stories that aren't tied to some specific point in the character's development. To pick a CoH example, if it was possible to scale the Patient Zero arc as high as max level, why not allow that? Having it expire at 20 means that much less content for 20+.

There are a number of interesting points to the suggestion in this thread. In considering how necessary the emphasis on levels are in the game, there are a range of takeaways you could end up that don't involve entirely doing away with levels. So, I find I can't agree with your notion that it is a solution in search of a problem. I would say instead that it is a useful thought exercise that could potentially lead, at the very least, to a dramatic increase in the return on time spent on story arc design.

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Let me put an alternative

Let me put an alternative spin on this (that just occurred to me right now).

In City of Heroes, the street sweeper NPCs all spawned with a FIXED Level associated with them. I repeat ... FIXED Level.

What if in City of Titans, the street sweeper NPCs all spawned with a VARIABLE Level associated with them. I repeat ... VARIABLE Level.

What do I mean by Variable Level? Something along these lines:
(PC Level + (Random Number: -3/+3)) with a Minimum Value of ##

So instead of running around Steel Canyon and seeing NPCs that spawn at a Level of 10-20 (low in the south, higher in the north) that simply has no relation to whether or not my PC is Level 1 or Level 50 ... instead the NPCs are all spawned as having a Variable of setting their Levels as being -3 to +3 of MY Level, with only a Minimum Level Limiter. So if I'm Level 3 and the NPCs have a Minimum Level of 20, then until my character reaches Level 18, they're always going to be Level 20 if I want to fight them (ouchies!). But then if I come back later as a Level 30, those exact same NPCs could be anything from Level 27 to Level 33.

So rather than spawning Foe NPCs in zones with Fixed Levels, they're instead spawned as being Variable Levels which run through a very simple addition function to determine what their Combat Level is when they're being fought. But what happens when a high and a low character try to hit the same NPC, how does the Variable Level work then? Well, it still functions the same as before, and each PC effectively fights the "same" NPC at "different" Levels.

So let's say we've got an NPC who is spawned as a -1 Level Foe with a Minimum Level of 20.
A Level 25 and a Level 15 pair of PCs who are not teamed attack this Foe at the same time.
The Level 25 PC fights the NPC as if the NPC was Level 24.
The Level 15 PC fights the same NPC as if the NPC was Level 20.

If you set things up THIS way, you effectively make it such that Content can become AVAILABLE in a progressive sequence, thanks to the Level Minimum Cap, but which Players (and their Characters) will never effectively "outgrow" because they've leveled up beyond the upper range that Content was designed to allow for. That way, you're never faced with the famous Positron response of "All Grey To Me."

Furthermore ... it would be simplicity itself to have a Difficulty Slider (via Contact?) that allowed Players to introduce a bias in the -3 to +3 Level Range for Foe NPCs that they would be facing. Things like being able to raise the Minimum, raise or lower the Maximum, and so on. So if you wanted to fight in a Level Range of -3 to -3, you could. If you wanted to fight in a Level Range of 0 to 0, you could. If you wanted to fight in a Level Range of +3 to +4 ... you could. Have another parameter for Minimum Team Size when creating Instances, and you can have your +3/x8 Difficulty if you want it.

In a way, this kind of formulation would be a sort of "backdoor" way into making every Foe NPC you encounter effectively compliant with the Giant Monster Code that City of Heroes used, while still enforcing Minimum Levels so that you didn't have lowbie n00bs trying to bumrush Grandville for street sweeping purposes (thanks to the Level Minimum clamp).

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Redlynne wrote:
Redlynne wrote:

(snip)...

Interesting idea, it does seem to cover a number of bases.

Redlynne wrote:

... while still enforcing Minimum Levels so that you didn't have lowbie n00bs trying to bumrush Grandville for street sweeping purposes (thanks to the Level Minimum clamp).

This part, however... ok, lets assume that theres some sort of smoothing of the combat levels along the lines you lay out above. There would also have to be commensurate smoothing of rewards. So I guess I'm saying that either bumrushing Grandville wouldn't be that much of a problem, or that doing so wouldn't be as relatively valuable as we might think from our previous experience. Do I have that right? Does that make sense?

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Rewards would be scaled to

Rewards would be scaled to whatever the Relative Level of the Mob was. So using my above example, the level 25 fighting a -1 NPC would receive a Level 24 Reward. The Level 15 fighting the same -1 NPC would receive a Level 20 Reward, because the NPC is "clamped" at being minimum Level 20.

The whole thing balances itself out with Sidekicking, such that the 25 could Sidekick the 15 up to 24 ... so the 25 would be fighting a 24 NPC, and the 24(15) would be fighting a 23 NPC. The 25 gets a Level 24 Reward, and the 15 Sidekicked up to 24 gets a 23 Reward.

So a -1 Foe NPC fights as being -1 to every PC with the exception of PCs that fall below the Level Minimum of that Foe NPC. That way there IS a lower boundary, but no upper boundary.

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TBH, is there any logical

TBH, is there any logical reason why we can't use the GM code for ALL the enemies from 1-50? I mean when I start a new toon with a new playstyle I set the Diff for Average just to see how it goes. That means all foes scale to my level. I have a tough time for whatever reason so I dial it down one and so forth. Why do we have to have enemies scaled to anything but the PCs?

I remember when Star Wars was cool...a long, long time ago...

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Part of the reason for

Part of the reason for putting Foe NPCs onto a scale with Planned Obsolescence is to "force" a circulation of PCs from early zones to later zones. We've already seen what happens when that sort of force circulation breaks down in City of Heroes thanks to ... Mission Architect ... where people would power level their characters from 1-50 without ever leaving the building in Atlas Park. Needless to say, such an experience made them QUITE unsuited for "survival" in the world outside their limited experience of farming MA for XP. So the danger is that if you can get all the XP you're ever going to need in order to get to the Level Cap, then there are going to be people who will do just that. So applying the Giant Monster Code to all Foe NPCs within the Zones, creating effectively 1 big "super zone" that has no Level progression or restrictions on anything in either direction (up or down), would be a mistake similar to allowing players to "Live" their entire careers of fighting (or doing) crime inside of Mission Architect. It's something that has the potential to "shrink" the game down until the larger world just simply "isn't needed" for an entire strategy of advancement.

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I still think the solution I

I still think the solution I suggested above is viable..... I'll see if I can write it out more clearly and garner some traction...

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GhostHack wrote:
GhostHack wrote:

every (or nearly ever) zone in the game has level one, two, and three threats. There is no "kiddie pool", and no gradually scaling difficulty by zone Rather, the type of activity and the aesthetics of those involved define their challenge.
if your superhero ID is still warm from the presses, you'll be looking for street level crime. You might stumble upon bigger threats, but you're small fish compared to more powerful heroes who will be trying to stop them...
This set up accomplishes several things:
It makes the whole city more authentic and organic, allowing each zone to have it's own "balance" of the various threat levels without ever literally gating the world.
You never feel like you're "leaving behind" any part of the city, as viable threats for your level exist in every zone (though you might not get to enjoy the full content of the zone)
You are able to stay or go as you please (by having all threat types in all zones, to some degree, if you want to spend your whole career trying to experience every bit of content in Alexendria, you never have to leave there.... or you can do the same thing in any other part of the city)
Developers have the ability to build more dramatic and dynamic enemy compositions, as you could have a mix of multiple threat levels in a mission (fight your way through tier 1 gang members before facing off with their tier 2 leader... or working your way through various tiers of enemy mob compositions as you move through a super villain's volcano lair)

And it multiplies the developer's headaches [i]immensely[/i]. You have your instanced content, which will be 'hidden' inside a structure or behind some entrance. So you've got your level-2 character merrily going along beating up street mobs in tier 1, picking up leads, and finally builds a clue to a deal going down inside a warehouse, so he heads over there.

The warehouse has tier-3 mobs around it, because that location got picked by the RNG when another player with a level-28 character built a clue to where some stolen artwork had been stashed, and the server picked the same warehouse for the lowbie's instanced mission.

If you have spawns that grossly outlevel the characters that will be running around an area, you're [b]going[/b] to have situations where some level-3 hero chases a Hellion around a corner and runs smack into a spawn of Nemesis soldiers. This is not fun for the hero. And no more so for the player; you're dropping them into 'born to fail' situations that they have no control over.

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I'm not sure where the whole

I'm not sure where the whole "leveling from 1 to 50 is not part of the superhero genre" is coming from. Comic books? Maybe. But Batman had his "Year 1" story arc.

Pen and Paper RPG? o.O I've run quite a few of those, and they do start off at level 1.. with max level varying depending on the game. Take any superhero pen and paper RPG you care to name, roll a new character, and tell me what level they are, because I'm willing to bet cash they are level 1 (unless the GM say "Hey, everyone is level 50, so we can do cosmic style stories!")

Pretty much all superhero PnPRPGs followed the D&D method of XP/LevelUp. Escaping that in an MMO may be possible, but it would also be.. odd...

I know a lot of people are wanting something new and shiney instead of the tried and true level up method, but honestly.. I'm inclined to say "If it's not broke... " >.>

Shazam!

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Try Aberrant/Trinity as a

Try Aberrant/Trinity as a system then.

It works like the World of Darkness system, where every player starts off with the same number of HP, but leveling up wont necessarily increase the number of hits you can take.

It works, and although you acquire "XP" as you play, you spend that XP to improve yourself (or you can just bank it up to buy more expensive/better stuff)

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I've run Trinity.. the

I've run Trinity.. the Storyteller RPG if I'm not mistaken. No real rules *smiles* Was a nice system if you could get the players to stop goddmodding >.>

And players in an MMO need a way to gauge how far they've come in the game. "Oh.. I can head for the next area of the city now!"

Having a vague, messy "Maybe I can.. but maybe I can't.. only way to know is to step in and see" sort of system would probably put off a lot of newer players who might not be professional MMO players that have been there and done all that thousands of times.

I agree.. a new method is wanted. But it needs first and foremost to be a system that is very easy to understand (especially for MMO newbs). I've read quite a few of the suggested methods in this topic, and many of them sort of lose me partway in.

Perhaps I'm stupid *shrugs*, but I just have a hard time with some of the concepts. For me, level progression is easy to understand, and is pretty much universally accepted. When a new player hops in, they usually understand that they will level up eventually.

I played The Secret World for a little bit, and that game is a nightmare for gauging how 'powerful' you've become. Part of the problem was the non linear skill system. It was way too easy to totally screw up your build, making you gimped from the get-go. And if you asked for help in global? Well.. just keep playing, eventually you get EVERY power. That didn't help, btw. You still had a limit to what powers were active at any time.. and if you didn't know which ones to pick.. S.O.L.

Knowing that you're level 5, and that at level 6 you get your first sweet AoE, and at level 10 you get that nice single target kill power.. that's comforting in its own way. It's easy to understand.. easy to build your character to.. and easy to know that at your current level you should NOT be getting up in that TrashFreak's face.. cause he's way higher than you, and will use you to buff his Hog if you keep on.. o.o

Shazam!

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Becky Thunder wrote:
Becky Thunder wrote:

I'm not sure where the whole "leveling from 1 to 50 is not part of the superhero genre" is coming from. Comic books? Maybe. But Batman had his "Year 1" story arc.
Pen and Paper RPG? o.O I've run quite a few of those, and they do start off at level 1.. with max level varying depending on the game. Take any superhero pen and paper RPG you care to name, roll a new character, and tell me what level they are, because I'm willing to bet cash they are level 1 (unless the GM say "Hey, everyone is level 50, so we can do cosmic style stories!")
Pretty much all superhero PnPRPGs followed the D&D method of XP/LevelUp. Escaping that in an MMO may be possible, but it would also be.. odd...
I know a lot of people are wanting something new and shiney instead of the tried and true level up method, but honestly.. I'm inclined to say "If it's not broke... " >.>

I do not wish to be combative, so let me just say that I've played (and generally run as well) close to every major superhero tabletop RPG and this does not match my experience at all. It's a minority that even have something called, or a stat similar to, 'levels', and those tend to use it in a significantly limited fashion when compared to D&D or CoX.

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Becky Thunder wrote:
Becky Thunder wrote:

(snip)

Levels are happening. No one is suggesting getting rid of them.

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Tzu wrote:
Tzu wrote:

One more time, I'm not asking, or even really thinking about, nor encouraging others to think about, the abolition of levels. I think you are right that levels are useful, maybe even necessary, to the structure of the game. I'm not even saying that they're inherently non-genre. I'm saying that the huge and overwhelmingly decisive adjustments for relative level in combat ARE those things. In other words, yes, CoX attributed too much importance to levels.

Using pen-n-paper games to reinforce this:

In AD&D (forgive me, I left around early 3rd edition, so this may not really apply) a fighter started with 1d10 hit points, and at each level he gained 1d10, and you could easily earn more than one level in a gaming session early on. That made a HUGE impact in just a few levels, dramatically changing what you might face. Yes, it could flatten out over time, as your 19th d10 doesn't have the same relative impact as your 3rd, but you still go from fearing death from a sharp steak knife to taking multiple max-damage critical hitts with a bastard sword without even thinking of wasting a healing potion.

In GURPS, you built characters with character points, usually with 75 points representing Joe Average and your first "normal" character starting at 100 points, starting you as somewhat above average (you could assign any point for the start of a campaign, though- "supers" at 350 points, for example). You might earn a half dozen points adventuring in a good night. You do see growth... and you see characters overcome adversaries that would have previously been a challenge, but even after you've doubled in points, that thug with a .45 isn't going to be someone you just ignore.

While AD&D early leveling had you advance in capability by rather huge increments overall, compared to your previous levels, GURPS had you gain just a few percent points.

I much prefer the proportionate relative feel of advancement that GURPS offered rather than going back to zones where I'm virtually untouchable by thugs that were a threat just a few weeks, if not days, before.

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Becky Thunder wrote:
Becky Thunder wrote:

I've run Trinity.. the Storyteller RPG if I'm not mistaken. No real rules *smiles* Was a nice system if you could get the players to stop goddmodding >.>
And players in an MMO need a way to gauge how far they've come in the game. "Oh.. I can head for the next area of the city now!"
Having a vague, messy "Maybe I can.. but maybe I can't.. only way to know is to step in and see" sort of system would probably put off a lot of newer players who might not be professional MMO players that have been there and done all that thousands of times.
I agree.. a new method is wanted. But it needs first and foremost to be a system that is very easy to understand (especially for MMO newbs). I've read quite a few of the suggested methods in this topic, and many of them sort of lose me partway in.
Perhaps I'm stupid *shrugs*, but I just have a hard time with some of the concepts. For me, level progression is easy to understand, and is pretty much universally accepted. When a new player hops in, they usually understand that they will level up eventually.
I played The Secret World for a little bit, and that game is a nightmare for gauging how 'powerful' you've become. Part of the problem was the non linear skill system. It was way too easy to totally screw up your build, making you gimped from the get-go. And if you asked for help in global? Well.. just keep playing, eventually you get EVERY power. That didn't help, btw. You still had a limit to what powers were active at any time.. and if you didn't know which ones to pick.. S.O.L.
Knowing that you're level 5, and that at level 6 you get your first sweet AoE, and at level 10 you get that nice single target kill power.. that's comforting in its own way. It's easy to understand.. easy to build your character to.. and easy to know that at your current level you should NOT be getting up in that TrashFreak's face.. cause he's way higher than you, and will use you to buff his Hog if you keep on.. o.o

Then I guess that Eve Online would blow your mind... because the ONLY thing that you can really use as a measure of "how good a person is" is by the level of their skills, and their Skill Point total.

And even then, two people with the same Skill Point total can be *totally* different characters, and be able to achieve different things. But that is more as the game leads you through (if you are looking at it from the "outside", frigates/destroyers are on the low level, cruisers are the next, and battle cruisers/Battleships are the upper level... but that is *not* a direct equivalency)

Just saying that levels (as in the WoW style progression) is *not* the only way to go. The Skills based route is possible as well, although that does (as you have highlighted) have its own problems.

But on the flip side, a Skills based one *can* (not WILL) lead to a situation, where a new character is going to be useful for stuff that an "older character" might not necessarily be able to do (happens in Eve Online).

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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Tzu wrote:
Tzu wrote:

Becky Thunder wrote:
I'm not sure where the whole "leveling from 1 to 50 is not part of the superhero genre" is coming from. Comic books? Maybe. But Batman had his "Year 1" story arc.
Pen and Paper RPG? o.O I've run quite a few of those, and they do start off at level 1.. with max level varying depending on the game. Take any superhero pen and paper RPG you care to name, roll a new character, and tell me what level they are, because I'm willing to bet cash they are level 1 (unless the GM say "Hey, everyone is level 50, so we can do cosmic style stories!")
Pretty much all superhero PnPRPGs followed the D&D method of XP/LevelUp. Escaping that in an MMO may be possible, but it would also be.. odd...
I know a lot of people are wanting something new and shiney instead of the tried and true level up method, but honestly.. I'm inclined to say "If it's not broke... " >.>

I do not wish to be combative, so let me just say that I've played (and generally run as well) close to every major superhero tabletop RPG and this does not match my experience at all. It's a minority that even have something called, or a stat similar to, 'levels', and those tend to use it in a significantly limited fashion when compared to D&D or CoX.

While I'll agree with you that many PnP superhero games (e.g. the HERO system) manage very well without using the classic RPG mechanic of "levels" I will point out that many of those systems don't ADAPT nearly as well to the "computerized MMO" world as the tried-n-true level-based paradigm.

It's generally known that when the Devs of CoH first approached the idea of "let's make a superhero MMO" their main goal was to try to "computerize" the Champions game system. In fact they initially tried to obtain the IP rights for that game and when that fell though they created CoH which was essentially a "generic-ized" Champions setting. At some point (probably after their disastrous initial attempts to replicate Champion's Free-Form powers system) they came to the conclusion that shifting over to a more structured AT/powerset/level based system instead of a free/points based system would work much more smoothly.

So while I don't think MMOs are absolutely required to always use level-based systems I think the structured, deterministic venue is very well suited for them.

CoH player from April 25, 2004 to November 30, 2012
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Ehh.. I've never played Eve,

Ehh.. I've never played Eve, so yeah.. maybe it would blow my mind.. OR.. it could wind up being much like The Secret World *shrugs* Not sure.. but Secret World was.. icky >.>

Maybe I've been misreading these posts. Maybe I've been seeing these ideas for "getting away from bland leveling" as something they are not. If so, I apologize.

The original topic suggested "Finding something that does away with traditional MMO levels".. am I wrong on that as well? Maybe I should just cut my losses and leave this topic, as I am apparently unable to grasp the simple concepts being presented here as "alternatives to traditional MMO leveling".

So.. I apologize if I seemed to imply something was there that was, in fact, not really there to begin with. I'm blaming the NyQuil, of course, and I'll deny any other source in court >.>

~.^

Shazam!

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Becky Thunder wrote:
Becky Thunder wrote:

Ehh.. I've never played Eve, so yeah.. maybe it would blow my mind.. OR.. it could wind up being much like The Secret World *shrugs* Not sure.. but Secret World was.. icky >.>
Maybe I've been misreading these posts. Maybe I've been seeing these ideas for "getting away from bland leveling" as something they are not. If so, I apologize.
The original topic suggested "Finding something that does away with traditional MMO levels".. am I wrong on that as well? Maybe I should just cut my losses and leave this topic, as I am apparently unable to grasp the simple concepts being presented here as "alternatives to traditional MMO leveling".
So.. I apologize if I seemed to imply something was there that was, in fact, not really there to begin with. I'm blaming the NyQuil, of course, and I'll deny any other source in court >.>
~.^

Eve Online would bend your mind quite a bit then...

Because there are quite a few "non combat skills" in Eve Online

Corporation leadership, Mining skills, crafting, salvaging, exploration (scanning with probes), as well as the "ship flying" skills... they all add up. But you dont have to take them. Just that if you DONT take them, and then take something that requires it, it gets harder.

But with Eve Online (and with The Secret World), spreading yourself TOO thin at the start is easy to do, but also makes it harder at the start.

Oh, and The Secret World *does* ramp up quite a bit in difficulty in the 3rd zone (if i remember correctly) compared to the 1st two zones. I noticed this myself. It was annoying.

Interestingly enough, the grandaddy MMO out there (Ultima Online) doesn't have character levels....

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Tzu
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Becky Thunder wrote:
Becky Thunder wrote:

Ehh.. I've never played Eve, so yeah.. maybe it would blow my mind.. OR.. it could wind up being much like The Secret World *shrugs* Not sure.. but Secret World was.. icky >.>
Maybe I've been misreading these posts. Maybe I've been seeing these ideas for "getting away from bland leveling" as something they are not. If so, I apologize.
The original topic suggested "Finding something that does away with traditional MMO levels".. am I wrong on that as well? Maybe I should just cut my losses and leave this topic, as I am apparently unable to grasp the simple concepts being presented here as "alternatives to traditional MMO leveling".
So.. I apologize if I seemed to imply something was there that was, in fact, not really there to begin with. I'm blaming the NyQuil, of course, and I'll deny any other source in court >.>
~.^

Eh, I don't know, threads drift a bit and blow up in different directions, of course. I can only speak for myself, and in the original post all that I suggested was thinking about the small specific area of the calculations in combat using relative level adjustments and how that might be tweaked to better support the genre.

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As much as I would love to

As much as I would love to see a free-form system, such a thing would be nigh impossible to balance. We need levels to maintain some kind of structure.

Maybe the best way to get what we can all work with is figure out a way to have a structured leveling system that gives us some room for choice somehow? No, I don't know how, but I recall one of the frustrating things about CoH was the fact that in some cases leveling up became very stuck in the mud in some ways.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

As much as I would love to see a free-form system, such a thing would be nigh impossible to balance. We need levels to maintain some kind of structure.
Maybe the best way to get what we can all work with is figure out a way to have a structured leveling system that gives us some room for choice somehow? No, I don't know how, but I recall one of the frustrating things about CoH was the fact that in some cases leveling up became very stuck in the mud in some ways.

Could be worth pointing out something that Wildstar has (Shown in a recent livestream).

They have something called AMPS (don't ask me what it stands for, i don't know).

When you level up, you get abilities unlocked for you, AMP points and a few other things as well.

AMP points is what I am going to be focusing on right now. Each class has an AMP tree, which is split up into 6 distinct sections. You can spend those AMP points to improve abilities/effects (ie all healing/damage etc etc) and unlock other abilities.

I believe you also get some generic skill points, so you can also pump up your normal skills (and after X points they get a BIG bonus or something... there are 8 levels per skill, and the big changes kick in at level 4 and 8 of the skill).

Oh, and in Wildstar, a Warrior can be DPS/Tank or a mixture of both. It all depends as to which skills you slot (and you can swap skill load outs when out of combat at *any* time).

So your warrior might be using the same skills as me, but I may still be better at "aggro keeping" than you are, due to where my AMP points are spread out, whilst you might be a better all rounder... or better DPS.

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Pleonast
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Tzu wrote:
Tzu wrote:

I'm feeling the need to provide some sort of example system where level can be a useful combat feature without being an overwhelming one. Lets start by laying out the extremes.
Here's the CoX version. Powers are nice and shiny, and important when fighting things near your level. However once you're 4 levels over your target any attack is near automatic hit and a near automatic kill. You can stand in the middle of a group and take most things down with unslotted Brawl if you have the patience. Likewise, unless you are buffed and slotted to up near the caps, you are rarely hitting and barely scratching anything 4 or more levels above you.
Of course we could go to the opposite extreme and take 'combat level' out of the equation entirely. In this version we might say that Level is only a shorthand term for how many powers and enhancement slots the character has and nothing more.
I think we can strike a middle ground. Perhaps something like this. Just for the sake of discussion, lets say that all the character's basic stats go up 1% per level. So if a level 1 and a level 50, all other things being equal, just use unslotted Brawl on each other, the level 50 will be 50% more accurate and do 50% more damage, and maybe be 50% harder to hit and take 50% less damage as well (and be 50% more resistant to being Disoriented if Brawl does that, maybe has 50% more Health, etc & etc amen). Then let those inherent numbers do the job instead of adding an additional calculation based on relative level. In this simple hypothetical system, being higher level does mean something, but in any given fight powers and slotting and numbers of combatants and teamwork will be the more important factors. A team of low level characters could be a challenge for a single high level one. The higher level will have many more powers and opportunities to enhance or buff which may make some of those numbers go much higher, of course.
If this isn't steep enough for you, make it 1.5% or 2% per level, or whatever works out best after some testing. I'm just trying to frame an idea here.

This post really captures the problem well.

CoT is going to have levels. The question is: will we have a relatively gentle increase in power as level goes up? Or will we have a relatively steep increase in power as level goes?

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I wouldn't mind having my HP

I wouldn't mind having my HP stay relatively static through the entire game (unless I make a choice to change that). I never understood why just because I get more experience I somehow have more "life" in me.

I also am in favor of "adjusting your powes" as you gain experience. This is not always "More damage" For my character (who I pray doesn't have to cast any damage at all if it were up to me) She would gain the ability to control enemies more efficiently (using less energy and doing it quicker over time).

Let me also say that I am okay with being fully grown and put into varying types of "Endgame". Creating a character does alot for player retention.. but "getting stronger" is not as important to me as "Getting specific" about what my character can do.

I hope what I'm saying makes sense. Every character can have relatively the same efficacy from day one in my honest opinion. My powers don't need to get STRONGER .. they just need to be TRAINED.. new abilities, ways to adjust abilities.

She Hulk can lift 8 tons.. always has been able to.. not getting any stronger.. but when she first tried she may fail.. or not have the energy.. or take longer to do it.. but that doesn't change her power level.

Also on a second topic.. as a non-alter.. I hope to see a world full of endgame where content never became obsolete

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JayBezz wrote:
JayBezz wrote:

I hope what I'm saying makes sense. Every character can have relatively the same efficacy from day one in my honest opinion. My powers don't need to get STRONGER .. they just need to be TRAINED.. new abilities, ways to adjust abilities.
She Hulk can lift 8 tons.. always has been able to.. not getting any stronger.. but when she first tried she may fail.. or not have the energy.. or take longer to do it.. but that doesn't change her power level.

Actually (displaying my geek cred here), she did. Exercising as She-Hulk doesn't affect her strength, but when she was defeated by the Champion of the Universe, she spent several months exercising strenuously as Jennifer Walters, with her strength as She-Hulk increasing proportionately (as She-Hulk, her strength is exponentially greater than her strength as Jennifer Walters, so increasing her base strength made her amplified strength that much greater). She didn't maintain that level of training, however, and her strength eventually reverted to her 'base' level.