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Zone Level adjustment

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maltar
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Zone Level adjustment

I am hoping that COT will have Zone Level Adjustment. This is extremely helpful in replay as you can revisit lower level zones and go through content you missed with it still being challenging and getting xp.

Cinnder
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How would that work? To use

How would that work? To use CoH as an example, would it mean my lvl 50 would lose most of his/her powers when entering Atlas Park?

Also, how does this take into account the situation where a character is finding a mission particularly difficult and wishes to level up (maybe even a few times) before trying again? (Note that characters should not be forced to team to resolve this issue.)

Spurn all ye kindle.

Fireheart
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I'm not familiar with this

I'm not familiar with this term, or perhaps it's how you are using it? Open zones might have a general level, describing the difficulty of the mobs that inhabit it. That is unlikely to change.

Missions have a level and the instances spawned by those missions have mobs in them which are affected by the level of the mission. These are subject to difficulty modifiers that may be adjusted by the mission-owner.

Finally, there is/was the 'Flashback' mechanism, which allowed a hero to revisit lower-level content, or to visit such content that they might have missed, by artificially limiting the character's effective level for the duration of the Flashback Mission. Additionally, there is/was the Sidekick/Exemplar functionality, in which a character's effective level was tied to another character on the same team.

There were also some Taskforces (special story missions) which would automatically limit a character's level to the maximum for that mission.

Can you describe what you thought you meant by 'Zone Level Adjustment'?

Be Well!
Fireheart

AlienMafia
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Maybe he meant a open world

Maybe he meant a open world auto adjust level for enemies. Kinda like when the rikti invasion happen where the enemies appeared the same color/difficulty for every player whether teamed or not.

Changing the zone level to meet your own level would make it hard for other players to run around in. This why i thought up of the rikti invasion auto adjust to everyone. Higher level zones will still have a minimum level but will adjust beyond that minimum.

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Lord Nightmare
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IMO, I believe he's talking

IMO, I believe he's talking about what GW2 does. When you enter an area lower than your level, you get artificially lowered in stats and effective level down to the cap of that area. So an 80 would be an effective 5 in the starter areas. They keep whatever abilities and equipment they have, however. When you're max, it's not that bad. More of just putting a limiter on a god-like being so they can't massacre things TOO Quickly.

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Interdictor
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Hmm - it depends on how the

Hmm - it depends on how the game world is developed. It could make life difficult for lowbies in starting zones if the "50's" are roaming around street-sweeping the mobs for xp. On the other hand this might not be an issue. All in all I think I'd rather a CoH- like Exemplar/sidekick system rather than a zone-dependent "level debuff".

JayBezz
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Skull Tech was the best thing

Skull Tech was the best thing to come from Champions Online. I hope these developers find their own version of it. I'm already on record that I don't like leveling to differentiate power level strength..

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Gangrel
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Lord Nightmare wrote:
Lord Nightmare wrote:

IMO, I believe he's talking about what GW2 does. When you enter an area lower than your level, you get artificially lowered in stats and effective level down to the cap of that area. So an 80 would be an effective 5 in the starter areas. They keep whatever abilities and equipment they have, however. When you're max, it's not that bad. More of just putting a limiter on a god-like being so they can't massacre things TOO Quickly.

That is what I thought he was referring to, the Guild Wars 2 style of doing it.

The higher level characters returning to zones to do stuff *do* have the advantage over the "lower level" characters in the zone (even if they are the same "effective" level) because they still retain the skills and *some/most* of the stat increases that they have gained.

It is also worth noting that Guild Wars 2 also has their daily activities, so some people *will* go to the lower level zones to do them (sometimes because they are easier to find/do)

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