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Outleveling entire zones, why?


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#1
Gel214th

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When the game does not exactly guide you to specific zones in a linear fashion, what is the point of having you able to outlevel entire areas of the game?

 

Who does that anymore in game design?

 

If we are able to play at our own pace and do so many things to level up, why aren't the challenges in the zones fixed to our level? 

 

Or at least why is there not an option in the Gameplay Settings for this? 

 

What is the point of having me head back to Exalted Plains when everything is so far below my character? 

 

There are things you need to do if you are making an "Open World" game with non-linear zones. Not having your players outlevel massive swathes of your content is one of them. 

 

So on the one hand at the start of the game you meet enemies 8 levels higher than you...then on the other hand you meet enemies 5 levels lower than you. 

 

I feel as though this is another example of a hodge-podge of gameplay ideas with no clear direction. Build an controller based third person action game, a tactical overhad strategy game...an RPG experience with meaningful story and consequences, or a non-linear open world game with multiple zones, or an MMO with fetch 10 of this and that quests??

 

What is DA:I really? 


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#2
Frozenkex

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I Wish on nightmare enemies scaled up to atleast my level.


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#3
Icy Magebane

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At the very least, rifts should spit out demons that are more appropriate to the player level.  I don't mind harder demons for lower leveled parties, but weak demons in 90% of the rifts once you get past a certain level kind of killed the enjoyment for me.  I only remember a single rift that gave me a decent challenge later on in the game.  At that point I should have been fighting only pride and fear demons, not wraiths.


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#4
Gel214th

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I've lost out on entire zones of content, and may just slog through them just to see what they were about now. I think this was a poor design choice. 



#5
Coyote X Starrk

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I have well over 70 hours on 2 separate playthroughs and have not encountered this issue often enough for it to be worth mentioning. Maybe 3 or 4 times have I found myself in situations like you describe. In fact I have come across areas where I am simply no match with the enemies that are present. 

 

It must be something that you are doing in terms of your style of play. 


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#6
Gel214th

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my "style" of play?

 

I'm just playing the game. Going through zones, finishing quests. 

 

What should my style of play have anything to do with it.

 

Is there a tip somewhere advising "This is the way DA:I is intended to be played, failure to play this particular way can result in an impaired gaming experience" ?


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#7
Coyote X Starrk

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my "style" of play?

 

I'm just playing the game. Going through zones, finishing quests. 

 

What should my style of play have anything to do with it.

 

Is there a tip somewhere advising "This is the way DA:I is intended to be played, failure to play this particular way can result in an impaired gaming experience" ?

 

I have no idea.

 

I can only say that in my 70+ hours I have not encountered the issue that you are speaking about enough to call it an issue. The 3 or 4 times it happened it was when I had to backtrack over areas that I had already been in order to collect shards. 

 

So while I am sure that the issue seems very real to you its obviously not an issue for everyone. 



#8
StillBornVillain

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This has also been a problem for me.

 

When I started, I first went to the Hinterlands, did as much as I could, went from level 2 to level 7, when back to haven a few times, back to the hinterlands, got to level 10, finished pretty much all of it except Valammar and the Dragon.

 

Went to Storm Coast, finished most of it minus the Dragon, then off to the Mire, finished that zone, did the Templar Quest, finished that.

 

Then I found myself around level 12 ish?

 

Moved on to the Emerald Graves, Finished that one.

 

Emprise Du Lion, Finished that zone as well, also Minus the dragons

 

And then I was about level 18 or 19 ish.

 

I now found myself clearly over leveled for Forbidden Oaisis, Western Approach, Hissing Wastes, Crestwood.

 

And yes I did this to myself, as the game is susposed to be played by you dipping in the each zone as a quest brings you to it, it is not ment to be cleared as in down a check list. but I do wish Story Missions Scaled with your level. as I found those also quite droll as combat no longer being a challenge.



#9
Sartoz

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 Snip

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In fact I have come across areas where I am simply no match with the enemies that are present. 

------

Snip

 

 

Bioware on numerous occasions mentioned that areas do not scale with your level. Those areas are meant for you to come back when you are stronger.

 

I'm currently at lvl 16 and shortly I will attempt to seal the Rift once more. Basically I was slaughtered in the 3rd wave, caught with four mages. Hell, sealing the rift mission meant I needed as many mages as I could get. Ergo, a party of four mages. I han no idea this party would be locked until the end... Grhhh.

 

My playing style may be outside the original game design parameters, which was forced on me becaus the unfamiliar KB+M controls made me a combat toddler in Normal mode.

 

Implementing zones with varying degree of enemy levels, was to force you to explore and level up to meet that strong enemy challenge.


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#10
Gel214th

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Leveling up isn't the problem, it's being *over* levelled that's the problem. I'm now about level 16 and in a zone for the first time, and it is populated with level 11 mobs. 

 

And what is going to happen when I want to go back to Hinterlands to complete some quests?

 

In fact, how are you supposed to complete *any* zone , without out levelling all the other content? 



#11
BammBamm

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i'm level 16 and doesnt run in this problem too. when things are 2 or 3 level above me i go somewhere else first, worked fine so far. because the enemies scale a little to you it sahould be possible to avoid this problem.

 

but it would be a good thing they would give you more information about the level scales of maps so you can plan a bit. when you see hinterlands are 1-12 and another area is 4-7 you dont accidently finish the hinterlands first to note after it you have outleveled an area



#12
Guest_Hander Wayne_*

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It would be wise if they added 'Scouting' ability, so you could estimate a danger.


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#13
Rolhir

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I too experienced this, but it wasn't too bad at that point for me. It's a little annoying that there's no easy way to see the level ranges for areas and sidequests so there's no way to try to play the content in the appropriate order. I don't mind that content is too high level and I have to come back, but out leveling content in a single player game is kinda lame. Being overpowered for a single fight can be cool sometimes. An entire zone's worth of fights that are just a time sink without any challenge are really boring.



#14
Taleroth

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Outleveling zones is part of the point for many RPG players. We like to go back to places that were hard and steamroll them. It helps us feel like we've progressed.

#15
dragonflight288

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They said before the game came out that each enemy has a set difficulty. For example, I can take on most of the enemies in the Hinterlands, but I still cannot beat the dragon up in the Northeast corner of it, and I struggle big time in the Western Approach at present. 



#16
Aurok

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Should be a toggle.

My preference is for enemies to scale up but never down. Having areas be off-limits 'for now' is fine. Having whole areas become completely trivial is silly at best, and worse still if you still have to go through the motions of fighting these enemies. At that point they may as well just surrender on sight, leave their valuables and save us both the time.
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#17
Rolhir

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Outleveling zones is part of the point for many RPG players. We like to go back to places that were hard and steamroll them. It helps us feel like we've progressed.

While I completely disagree (I hate outleveling content because I always like to be challenged), that's not the issue. The problem is that we're going to places for the first time and it's too low level for us. We're not returning and are stronger now; we're exploring and finding content that is a pushover because we didn't explore in the "right" order. There's no real point to massive open world that allows you to go in any direction if there's an easy "wrong" way to do it without knowing. This really wouldn't be a problem if it was obvious where/when to go for your level.


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#18
Razir-Samus

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exactly, why not have the zones ramp up in level as you go along... not have the story quest change zone every part to throw you all over the map, doing small portions of tasks here and there... why not have it linear? finish one zone, move on, have an obvious level range for each zone that only overlaps at the end of each respective zone



#19
AlexMBrennan

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Outleveling zones is part of the point for many RPG players. We like to go back to places that were hard and steamroll them. It helps us feel like we've progressed.

Not really - I mean, at the start of Skyrim you outlevel rats and slaughter them by the truckload, yet I doubt that killing rats is what people enjoy most. If a quest had you go back and spend an hour in the rat-only zone, then most players would be bored to death. 

 

 

 

Having areas be off-limits 'for now' is fine.

True, but I think Inquisitions beef gates could do with a bit of polish because putting lvl 12 spawns next to lvl 4 quest is an extremely odd decision - instead of a telegraphed threat, you get a bunch of demons identical to the last batch which are magically 10 levels above the last group. 

 

 

 

I feel as though this is another example of a hodge-podge of gameplay ideas with no clear direction. Build an controller based third person action game, a tactical overhad strategy game...an RPG experience with meaningful story and consequences, or a non-linear open world game with multiple zones, or an MMO with fetch 10 of this and that quests??

What is DA:I really?

Exactly that - Skyrim is popular, so let's make it open world with massive maps. WoW is popular, so let's add loads of boring quests (also extends playtime, meaning players are more likely to still be playing the game when DLC comes out). The Hobbit is popular, so let's deliver plot through the medium of song. 



#20
Frozenkex

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im in western approach on nightmare and its like im playing casual mode, because enemies are lower level


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#21
ironhorse384

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I'm also having a hard time with this. I find that the game awards way too much experience for simply reading, plaques, books and notes. I go into an area where I can get a 1000xp just by reading stuff.That doesn't make a whole lot of sense to me and add to that perks which increase xp gain from said tasks. I'm not suggesting that they eliminate xp from reading entirely just nerf to say 5xp for regular and 10xp for the perk. The difficulty , I have, is finding that sweet spot between being overwhelmed and being underwhelmed. I discover a place where my level is too low to be able to win a battle so I go somewhere else and do something all the while gaining xp. The thing is , is that by the time I remember to go back I may be too high a level and the fight becomes a cakewalk which isn't that much fun. There needs to be some kind of balance between player level and difficulty.



#22
Kantr

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The way skyrim did it was that everyone levelled up to the one you are when you load the dungeon. If you do it right you can kill everything on a low level.

 

Thats not the way Dragon Age goes about it (the previous games didnt scale) there are areas with higher level enemies within the hinterlands



#23
TheGreenLion

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I think they should remove the maximum level caps on all enemies (and friendly NPCs that have health bars) and allow them to scale with the player so you do find a challenge wherever you go. I think they'd even be okay on loot drops if that changed according to their level as well. They'd have to make the system choose a loot item of the appropriate level to drop, creature specific items should likely stay the same though.  

 

I think the minimum levels are fine, it's good to find enemies who are more bad ass than you are and have to be avoided until you get stronger. The placement is a bit awkward at times, I didn't mind it in the Hinterlands dragon area but thought the Rift next to the farm was bizarre since nothing else in the area was level 12.

 

One thing I'd be concerned about are Unique items, it's a bit underwhelming to kill something that drops or is guarding an item four levels or more below your character. Essentially it's just vendor trash and you don't even consider using it even if it's Unique.

 

Those should have a Unique scaling system that recalculates the stats to be appropriate for your level at the time you pick it up. You'll still have to vendor it when you find something better, but you'd actually use it instead of admire the unique model for a second before you sell it.


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#24
Insomniak

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This is especially gamebreaking/punishing when considering you don't earn exp for defeating enemies more than three levels below yours. Cheating the player out of rewards is not cool...


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#25
elrofrost

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I think they should remove the maximum level caps on all enemies (and friendly NPCs that have health bars) and allow them to scale with the player so you do find a challenge wherever you go. I think they'd even be okay on loot drops if that changed according to their level as well. They'd have to make the system choose a loot item of the appropriate level to drop, creature specific items should likely stay the same though.  

 

I think the minimum levels are fine, it's good to find enemies who are more bad ass than you are and have to be avoided until you get stronger. The placement is a bit awkward at times, I didn't mind it in the Hinterlands dragon area but thought the Rift next to the farm was bizarre since nothing else in the area was level 12.

 

One thing I'd be concerned about are Unique items, it's a bit underwhelming to kill something that drops or is guarding an item four levels or more below your character. Essentially it's just vendor trash and you don't even consider using it even if it's Unique.

 

Those should have a Unique scaling system that recalculates the stats to be appropriate for your level at the time you pick it up. You'll still have to vendor it when you find something better, but you'd actually use it instead of admire the unique model for a second before you sell it.

The reverse is also true. I can't tell you how many times I've found items 4 level higher than me. Now this wouldn't be so bad if we had storage. But does BW expect me to keep that item in my inventory for 4 levels? I guess they do.


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