My suggestion - For example make it so you can’t see lvl 5 chars when you are lvl 15, you can’t see lvl 15 when you are 25 etc…
Reason being the mob scaling ruins the experience when lower level chars beat the crap out of them and a higher level struggles.
Put some kind of a cap of the levels you can meet in the open world. Unless forced by a party ofc, so you can still play with your lower level friend should you want to.
You can keep all levels in the town areas.
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Strong disagree.
You still have strongholds with min level, and some dungeons and world bosses will have min level.
I think the open world level scaling is one of the best features.
I do believe there is a max level cap by area, it only makes sense, since some areas have a minimum level requirement.
I mean, they must have anticipated that a level 70 character walking around act 1 to do a dungeon would not spawn a level 70 monster near a new player, right?
thats a lie … you can play with low level characters … in group and even on public …
Just keep running a bit and you will notice players on low level.
I was kinda surprised when on lvl 25 i was meeting 5-9 … and wondered how they did the math system for it. I am fighting an enemy 25 but for him, if he is level 5, he is fighting lvl 5.
No dude. I think we see the same monster as 2 different levels. If we are next to each other and I’m lvl 15 Ill see it as lvl 15 and if you’re level 10, you’ll see it as level 10.
Chances are the lvl 15 till take more time to kill it than the level 10.
Thus my confusion as level 25 that needs to hit mobs multiple times to kill them, when a level 10 comes to the area and breezes through them. At least that’s my experience.
Well, that seems like a very complex programming thing to be accomplished IMO.
I had few encounters with other players to check this, but in my opinion it works like this:
- lvl 25 is the first to enter an area with spawned monsters, they are instanced to his level, whoever enters the area next (while “25” is there) gets that instance.
This could be confirmed if you joined an area that had other player with a level difference and checked the monster’s level - I did not pay attention to that tbh
But if it works like that, then it’ll only make sense that the max level of the area should be capped
I’m pretty sure that’s not how it works.
If it was like that, then low level players would never be able to exit the first major city (K…something), because in all directions it’s guaranteed that there are lvl 25 chars everywhere.
It’d also mean that there will be a huge mob difference (loot wise and hp wise) on the open map that you could potentially exploit. - for example make your low level friend exit town and then just destroy everything outside if it’s on his level hp and loot. That’s not what happens.
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The level scaling is really weird and needs looking into. When I was L17 there seemed to be an event started by a L25, and I just got one-shot by a random projectile while entering the event area.
They have all the scaling tech in place, but then I somehow join an event that’s way too high level for me and it doesn’t scale down? The zone I was in clearly said L17 (because I’m L17), so it shouldn’t treat me as fighting a L25, it should treat me as fighting a L17.
Upside is that I got L22 and L26 drops, but that still shouldn’t be the case.
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Monsters take damage and have HP based on the character that hits it. Its clumsy. It is weird, and I’ve never seen this kind of scaling before, and that is why everyone feels weirded out when a level 7 character one shots your level 25 mobs.
There is a reason why monsters in open world have a fixed level, and the above mentioned feeling of weirdness is exactly it.
Only instances should have automatic scaling of level, not open world mobs.
Acts already exist to add progression to the open world, and should be enough to remove this weird autoscaling of mobs where a lvl 5 character can powerlevel a lvl 50 character because he is extremely more efficient.
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Problem is I think they designed the acts to be replayable on any level. They marketed different zones/dungeons/mob families to drop with higher chance different gear pieces. I think in the dev heads you can still be farming act one as lvl 50 because you might need the drop from the specific mobs in act 1. Same goes for the dungeons.
There could just be different level “instances” of each region, keeping players of different levels apart, but still retaining all the benefits of monster scaling. This way you would only see players of similar level in the open world.
This would not need to happen in towns.
This way maybe you’d only see characters level 15-20 when you entered a region because you are say L17.
Each monster you encounter would show up as leveled 17 to you.
This would “hide” the silliness of seeing low-level characters one shotting the monsters it it takes higher level characters longer to kill.
I made another post about fixing monster scaling for groups of mixed levels, which is also a fairly simple solution.