Idea of using scaling to at least keep all areas closer to player level, without just setting everything to the same level.
Different areas would have a minimum lvl and a scaling factor that determines the minimum distance their level would be from the players level, for example:
Meaning that if a level 58 player entered these places:
Abandoned keep would be level 55;
Dark cave would be level 58;
Hellgate would be level 63;
That way players would always have places where they can take it easy and kill stuff faster (Abandoned keep) and places where they could challenge themselves (Hellgate) for chances at better loot and more XP per kill.
There could even be conditions to change the scaling of certain areas, maybe by completing a quest you could reduce an area scaling for a while, and opposite to that some events could raise an area scaling temporarily.
I feel like this could be an interesting system giving meaning to more areas and allowing some fluctuation on farmed areas according to changing situations.
It’s a bit advanced, but we will need to talk about this one day.
One thing people don’t understand in that in d2, there is a system to prevent to prevent the system to inflate progression level gain, and also to prevent power leveling.
For each area, each monster type has a different ilevel, and therefore gives different amount of exp the monsters that are further from your level gives less % of exp. if it’s your level, it gives 100%. this is why powerleveling in d2 doesn’t work well, because the higher level get’s 5% then, the exp is shared among the group. It’s perfect. **https://diablo2.diablowiki.net/Guide:Diablo_2_Level_Up_Guide_v1.10**
A video from Mrllamasc, that explains how loot is generated server wise, in relation to the level of the monsters.
It’s all kind of obsolete with how it sounds like the system will work though. It sounds like max level is only supposed to be 40 so that wouldn’t really require any kind of system like this because most people should reach it in not too too long anyway and then itl mostly be about how the endgame is structured.
D2 had a great system and I can’t deny that, the idea for the scaling would be to evade the fixed better zones for leveling that end up being the best areas for XP, the loot system is hard to diacuss since D2 had a really complex distribution across all difficulties. Maybe there could be a distribution by zones besides the lvl based one?
This kinda makes me sad, really miss a meaningful leveling “journey”.
In this idea you would technically pass the level of areas with negative scale and the higher level ones would start really hard and get more manageable when reaching its level.
Don’t remember they saying that, but good to know that there will be some sort of system for that.
yea in an interview a guy said like “if you go to an area, thats level 30, with your low level char, the enemies will be level 30” but on the other side, it will be upscaling, so you can always go back anywhere and farm
i think thats a great mix and the perfect solution for the open world coop play