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Level Scaling By Planet And Region and Unintended Side Effects


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Posted

The level scaling is a good start, however, if you're OCD (like me unfortunately) and try to do every side / exploration quest and heroics (along with class and planet arc) the game is now too easy even with the level scaling.

 

Currently the level scaling on each world is a little high for the entire planet. What might work better is to fine-tune the scaling by region.

 

For example (these are just sample numbers):

 

Tthe northernmost part of Tython would scale to 5.

The next quest area (the settlement) would scale to 6.

etc.

 

 

Another untentended issue with the new scaling and Flashpoints is it's hard to tell what the proper progression is between class arc chapters and other content. For example, some dialogue in the flashpoint two-parter The Jedi Prisoner has spoilers for the finale of Jedi Knight's chapter 1.

 

With the new scaling, you can't really go by 'intended level' for the flashpoints anymore.

Posted
For example (these are just sample numbers):

 

Tthe northernmost part of Tython would scale to 5.

The next quest area (the settlement) would scale to 6.

etc.

 

This would have been logical and it's what many of us had been assuming would be the answer for bonus series / dread seed / returning to low level planet for high level mission. It seemed like the transition ought to be possible and it ought to be just as smooth as picking up and losing the "exhaustion zone" debuff when you enter and leave an exhaustion zone (or getting poisoned / catching on fire in various hazards on the map and then getting over it after leaving the hazard zone).

 

Now it seems that we must assume that there must have been some sort of "technical limitation" that prevented this, since they opted to rescale that higher level content down to the original leveling range of the planet (even in situations where it's dumb to do so like for the end-of-chapter3 Sith Warrior instance on Korriban) instead of applying syncs regionally.

 

If that's really the case, probably the best solution we can hope for would be if certain instanced areas that ought to be higher level get changed into separate maps that we load into like flashpoints. So for that Sith Warrior example, the door could still be on Korriban but the instance itself would be a separate map and therefore eligible for its own level 50 sync instead of Korriban's level 12 sync.

 

Of course, this would only work for specific isolated cases like that. It would be a rather annoying solution if applied to entire regions of planets to address the concern you brought up. (Planet load screen into the Gnarls area, planet load screen into the Jedi Temple area, planet load screen into the Kalikori Village area, planet load screen into the Kaleth Ruins area, planet load screen into the Forge area. Or some division similar to that so that there can be a bunch of separate syncs across the planet's entire range.)

Posted

Fantastic idea!

 

if this is at all possible this should be a thing!

Fine tune the sync a bit, and perhaps include some better rewards for those completing planet story arcs. Better custom gear or even cartel coins for example. That way encouraging ftp players to do all the missions, find out how awesome they are and invite their friends. Next thing you know they are subscribing or buying Op weekly passes, and boom profit! :)

  • 1 month later...
Posted

I'm now on Voss and the level scaling is still often 2 levels higher than it should be.

 

The planets all seem to be scaling to the (in some cases adjusted) bonus series level. So on Voss you're scaled to 48, most enemies are 44-46.

 

I almost think, at this point, maybe just change enemies on each world (after starter) to the level scale max.

 

This would result in:

Taris (Republic), everything would be 22.

Belsavis, everything would be 46.

Voss, everything would be 48.

 

 

I suppose on the off chance that someone hasn't reached max by that point scale players up to max, but then you've pretty much more or less eliminated levels but at least it would be challenging again.

 

Right now, and I do not often say this, the game is *way* too easy.

Posted
No thanks. The sync is barely tolerable as it is. I don't need to be synced down a level for moving two feet to the right.

 

I can see that being annoying too really.

Posted
Another solution might be to make player <> enemy level disparity not matter as much (basically lower the multiplier used) so a -4 could still hurt you and they would take more than one basic attack to kill.
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