Remove the damage/defense multiplier w/level difference

Destian Profile Options #101

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Tenkuro on 03/26/2012, 01:51 PM - view
The level multiplier/penalty/bonus should only be taken out for pvp. People are already complaining about how easy this game is even though they have the opportunity to do things that are challenging. How are they going to respond when the multipliers are taken out and they can easily solo BAMs that are 5 levels higher?

BTW, this game is NOT easy if you choose for it not to be easy. It's common sense that it would be easy to do certain things when you have the perfect set up.

Note: I was told that we get the latest korean tera patch for launch. I've also read that hardmode dungeons are actually hard.


Then take out the scaling so that higher level players don't have a colossal advantage over lower level content.

But not the other way around.
Edited by: Destian about 1 year ago
Calypso Profile Options #102

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Originally posted by FollowTheDuck:
I just want to be max level so I can focus on the rest of the game play and game dynamics, so really I couldn't care less about the scaling in this game from 1 - Max lvl.


First things first -- I'm not picking on you, FollowTheDuck, you just happened to be the person who said it in the way that best suits my point. No harm intended. =)

Look, everyone. What I see a lot of you who are opposed to this idea saying is akin to what I quoted above -- that 'at endgame, at max level, etc' none of this matters. And, to a degree, you're right.

However.

If you play this game to rush to max level the game will not support you. It is not designed to feed the Ever-Hungy Never-Satisfied Content Monster (EHNSCM). No game at present can support the EHNSCM, not even the vaunted WoW. Not the much-vaunted GW2. No game. Developers can not make content fast enough to suit those who rush to max level then wonder why there's 'nothing to do'. Do not be swayed by the arguments of those who, by volition of their preferred method of playing, will only leave, frustrated, 3 months into the games life span!. It's a one-way ticket to Empty Serverland from which there is no return. Everyone asks 'whats wrong with MMOs these days?' There's your answer. The playerbase has been tricked into believing that nothing along the way matters.

This needs to be fixed -- both this misconception and the multiplier problem. The levelling needs to be slowed down a bit. Right now, if you do all the quests you can't make it to Secret Base before outlevelling it. That's not a good thing, and rushing to the end won't change a -thing- except hasten how quickly you get annoyed at the 'grind' that 'appears out of nowhere' because you didn't take the time to level correctly. The EHNSCM cannot be beated because he cannot be satisfied with the amount of content. It's intrinsic in its' name, and a brief look at, oh, say...every themepark mmo ever made will show this to be true.
MadcatGTs Profile Options #103

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@ Calypso, you have it correct but the problem is Tera IS a theme-park MMO, Nothing is ever going to change that, so it will breed and attract EHNSCM.

Now the Multiplier will be hard to take out, as the WHOLE game is balanced on it. If they were to remove it, they are going to have to rewrite half the game. Every single mob, item, even the combat system itself would have to be rebalanced. Which i don't think any company would do after a game has been released.

Destian Profile Options #104

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Calypso on 03/26/2012, 02:21 PM - view

Originally posted by FollowTheDuck:
I just want to be max level so I can focus on the rest of the game play and game dynamics, so really I couldn't care less about the scaling in this game from 1 - Max lvl.


First things first -- I'm not picking on you, FollowTheDuck, you just happened to be the person who said it in the way that best suits my point. No harm intended. =)

Look, everyone. What I see a lot of you who are opposed to this idea saying is akin to what I quoted above -- that 'at endgame, at max level, etc' none of this matters. And, to a degree, you're right.

However.

If you play this game to rush to max level the game will not support you. It is not designed to feed the Ever-Hungy Never-Satisfied Content Monster (EHNSCM). No game at present can support the EHNSCM, not even the vaunted WoW. Not the much-vaunted GW2. No game. Developers can not make content fast enough to suit those who rush to max level then wonder why there's 'nothing to do'. Do not be swayed by the arguments of those who, by volition of their preferred method of playing, will only leave, frustrated, 3 months into the games life span!. It's a one-way ticket to Empty Serverland from which there is no return. Everyone asks 'whats wrong with MMOs these days?' There's your answer. The playerbase has been tricked into believing that nothing along the way matters.

This needs to be fixed -- both this misconception and the multiplier problem. The levelling needs to be slowed down a bit. Right now, if you do all the quests you can't make it to Secret Base before outlevelling it. That's not a good thing, and rushing to the end won't change a -thing- except hasten how quickly you get annoyed at the 'grind' that 'appears out of nowhere' because you didn't take the time to level correctly. The EHNSCM cannot be beated because he cannot be satisfied with the amount of content. It's intrinsic in its' name, and a brief look at, oh, say...every themepark mmo ever made will show this to be true.


Agreed, and they have an easier to manage term for people like this: "content locusts".

They show up, rapidly devour all of the content, then leave, complaining that the game sucks because it doesn't have an endless stream of content for them.
MrDMajor Profile Options #105

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As much as I like questing about to make sure I'm 2 or 3 levels above main quests before I do them, it would be a bit better if there was a 10 level cushion before a character can run through mobs or easily solo BAMS.

People SHOULD be rewarded for going back and helping new players though. Maybe a mentor system (so lower levels don't get robbed of experience and drops) w/ mentor quests (so high level has motivation to help).

Regardless, I don't disagree with OP overall concept.
Malloreon Profile Options #106

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MadcatGTs on 03/26/2012, 02:36 PM - view
@ Calypso, you have it correct but the problem is Tera IS a theme-park MMO, Nothing is ever going to change that, so it will breed and attract EHNSCM.

Now the Multiplier will be hard to take out, as the WHOLE game is balanced on it. If they were to remove it, they are going to have to rewrite half the game. Every single mob, item, even the combat system itself would have to be rebalanced. Which i don't think any company would do after a game has been released.



No, they wouldn't have to rebalance ANYTHING.
The game isn't balanced around a lvl 20 fighting a lvl 15. Its balanced around the same levels fighting each other. Removing the multiplier does NOT AFFECT THIS AT ALL. Therefore, no balancing is needed.
Calypso Profile Options #107

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Destian on 03/26/2012, 02:39 PM - view


Agreed, and they have an easier to manage term for people like this: "content locusts".

They show up, rapidly devour all of the content, then leave, complaining that the game sucks because it doesn't have an endless stream of content for them.


Ahh, hadn't heard that term. Thanks, Destian.

And now for making me look bad, I shall be forced to smite you on the WoW forums. =D ;-)
Calypso Profile Options #108

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MrDMajor on 03/26/2012, 03:08 PM - view
As much as I like questing about to make sure I'm 2 or 3 levels above main quests before I do them, it would be a bit better if there was a 10 level cushion before a character can run through mobs or easily solo BAMS.

People SHOULD be rewarded for going back and helping new players though. Maybe a mentor system (so lower levels don't get robbed of experience and drops) w/ mentor quests (so high level has motivation to help).

Regardless, I don't disagree with OP overall concept.


As I've noted in other posts, I strongly support the mentor system/mentor quest idea. It works rather well in Aion, and even AoC has a variant of it (although it sort-of works in reverse, -raising- someone's level so they can participate in higher-level content).
ShikiRoa Profile Options #109

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Only skimmed through some of this giant thread but... there is no "hidden" damage multiplier.

When you perform naked tests you need to take into account that your "combo" attack gets upgraded as well so that hits harder.

To the guy that said 23-25 axe hits mystic box harder, rings + amulet upgrades also increase your overall attack damage.

The determining factor in this game is gear, like many have said before. Lvling up allows you access to higher lvl skills and higher base stats on gear.

Here's a live example of a mystic hitting an equivalent lvl char using item lvl 56 char for 100k.

http://youtu.be/HU1PX5F4Heg?t=1m

When you're asking them to change this "hidden damage modifier" you're actually asking them to change the entire gear damage system. I'm not a programmer, but I would assume redoing the underlying damage system will be more difficult than a simple hitting a switch on/off.
nanogasm Profile Options #110

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Bah.. I was hoping for some open world PvP that was going to be fun prior to level cap. Until then, as a healer, I'll never be able to keep people up if damage scales this fast.

Has EME had any comments on this? Any plans to look into it?