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Level recommendations on ALL zones pretty please.


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#1
200Down

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Something that bugged me on my very first playthrough was that there was really no way to know what zones where aproachable at your current level. Think of the level guidance of MMO map areas. They leave it up to the player to travel anywhere BUT the player is  informed of enemy levels found within that area so they had a clue what they where getting into. A genius system that removed the need for difficulty levels all together so it could be used in an MMO setting. Players choose they're own difficulty on the fly and are rewarded for it with loot drops from higher level enemies. If they managed to kill them. NO, I'm not saying you should turn this game into an MMO clone lolz. But showing enemy levels of a zone OR just a basic "suggested level" on map areas and maybe even quests seems fitting for this game.

 

Players have no clue they can leave the hinterlands MUCH earlier than they initially can and really SHOULD if they get bored of the area. Essentially overleveling themselves before moving on. You can't blame players for this line of thinking because this is usually how RPG's are played. Finish a zone/level and move on. There are already some level suggestions on main storyline quests. Why not add this to every zone in the game? I know this would have made my personal experience much better on my first playthrough. I ended up going back to zones that I obviously should have done at a MUCH lower level so I had not only zero challenge but useless loot on some entire map areas. Even bumping up difficulty doesn't help with loot and the game is too dang easy even on nightmare once you figure the wonky mechanics out but that's another issue entirely and totally off topic :)

 

Be interested to see what other people think of this. Maybe I'm part of the minority as far as wanting some sort of lvl guidance in the game. Maybe most people enjoy NOT knowing and running into extremely weak enemies and very strong ones along the way? Discuss

 

 


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#2
Hexoduen

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No thx.

 

Edit: It's not a bad idea per se, and I think a lvl guidance would be fine on the easy setting, or as an option that can be toggled on/off.

 

Personally I don't enjoy hand-holding in games, so I'd toggle it off ;)


Modifié par Hexoduen, 06 mars 2015 - 10:51 .

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#3
200Down

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Just realised the orriginal topic title was incorrect. This has been adjusted. Wasn't supposed to say level REQUIREMENTS but instead say RECOMENDATIONS. HUGE difference lolz.



#4
Icy Magebane

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Well, you are always free to leave an area if you show up and the enemies are too powerful... I don't see why an advance warning is necessary, although I guess you could say that the Inquisition scouts noticed powerful enemies in the area and that this information is part of their report... so it's a not totally unreasonable request.

 

As for being over-leveled... that's just a fact of the game, since there are many, many low-level zones and very few high level areas.  The vast majority of Rifts are also set at a very low level, with maybe one per zone that can provide any type of challenge for a strong party.  If anything, they should focus on rethinking the scaling system they have in place, not just advising players on where they should go at a certain point...


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#5
sjsharp2011

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Well, you are always free to leave an area if you show up and the enemies are too powerful... I don't see why an advance warning is necessary, although I guess you could say that the Inquisition scouts noticed powerful enemies in the area and that this information is part of their report... so it's a not totally unreasonable request.
 
As for being over-leveled... that's just a fact of the game, since there are many, many low-level zones and very few high level areas.  The vast majority of Rifts are also set at a very low level, with maybe one per zone that can provide any type of challenge for a strong party.  If anything, they should focus on rethinking the scaling system they have in place, not just advising players on where they should go at a certain point...


I agree I think in my case I noticed w2hen you click on an enemy and it's level setting is displayed if you don't like the chances of taking them on then don't and retreat to another area I quite ofte4n did this in my playthrough unfortunate4ly I think I did this to the expense of other missions but hten I put that down t5o it being a new game and me not being familiar with it. I do think now though now I have played the game what I can get away with and when. I always know that my first playthrough wil never go 100% perfect never has done and never will do in these games take time to learn and part of the challenge of playing RPG's is learning 1 way around first and then trying to find other ways around to explore the many ways these Bioware RPG's can be played

#6
Sylvius the Mad

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I like not having the guidance, but you've struck on something quite important.

Far too many players apparently didn't realise that they could leave the Hinterlands early (and come back later, if they wanted). While I really value that we get to choose when we leave the Hinterlands, that there is a choice needs to be made more clear to players.

I'm worried that future games will "solve" this by forcing you to leave the early area sooner, and that's not what I want. I completed the Hinterlands before I visited any other zones (except Val Royeaux), and I love that I could, but I was also aware I didn't have to.

And apparently some players weren't.

#7
200Down

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If anything, they should focus on rethinking the scaling system they have in place, not just advising players on where they should go at a certain point...

OMG, 10000% agree with you here BUT I guess what I was thinkin was some "easy" patchable way to help newbs on thier first go at the game. Or in other words. Something to indirectly show that there's more to life at level 5 than grinding hinterlands. But yea the game needs more than a little help as far as scaling and overall ballance is concerned that's for sure. Someone's seriously incompetent over there at BW and should be carefull or before they know it they'll loose their job to some forum member bahahaha ;)

 

And thank you Sylvius the Mad you actually nailed the point there. I'm just not that good at conveying my thoughts into comprehendable words it seems. That's exactly what I was getting at.

 

Also if this has any bearing at all, this is from a PC user's perspective. For instance in order to see levels of enemies you're forced to use the more or less completely broken tactical overlay on pc even though you have this thing called..... a MOUSE? yea um... durp....



#8
DarkAmaranth1966

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I'd hate being told what levels a zone was for. I'm not an idiot, I know when I get one hit, I need to leave and try that later. I like to think a little bit when I play a game, I don't need the game to babysit me and hold my hand.


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#9
Saphiron123

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No thx.

 

Edit: It's not a bad idea per se, and I think a lvl guidance would be fine on the easy setting, or as an option that can be toggled on/off.

 

Personally I don't enjoy hand-holding in games, so I'd toggle it off ;)

This. So much this.

 

They already think we're too stupid to handle concepts like tactics or attribute points or silver coins or mages with varying spell sets... no more handholding. An option is always welcome, not a forced choice.

I'd honestly rather everything just scaled, your armor and abilities alone would see your power increase dramatically by game's end.



#10
SwobyJ

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Its pretty clear that things generally go West Ferelden --> West Orlais --> East Orlais. With a few exceptions, in a few ways. The bigger issue is 'OMG HINTERLANDS GET OUT'.

 

EDIT: This reminds me that I wouldn't mind getting a bit of a DLC adventure in East Ferelden.



#11
200Down

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Yea, it's not an issue at all after the first playthrough. But it was awfully anoying to know I had "hurt" my overall experience by finishing the first zone. Poor game design for sure. Toggled would work well. That's a nice idea.

 

Yea Saphiron123, same here but then again look at how much bitching that caused in Oblivion when they did that. Not something everyone would be ok with. The first game that allows leveled vs fixed to be selectable will be a hero for a short while haha.

 

Hell, just give me better mod support. Skyrim was a dead boring place to explore with copy-paste npc's all over the place and even worse abuse of fetch quests but it's still popular because of mods.

 

 



#12
JaneLunaC

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It would be great if they could have the levels written next to the name of the place (on the circles), when you hover over an area on the world map (before you fast travel) 

 

Like: 

 

Hinterlands: Recommended Level (4-12)

 

Storm Coast: Recommended Level (7-15)

 

Emprise du Lion: Recommended Level (16-22)

 

 

*(sorry if I got any of those those wrong or something, just examples)*

 

 

It would be useful info to have ingame, even for multiple playthroughs.

Like if you can't remember which ones are in which order, more of a convenience thing than anything, I suppose


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#13
Vexanie Zinovia

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It's not a bad idea so long as it has the toggle on/off. Simply put some people would like it, others not so much. I personally would've liked to had it for my first playthrough, but then again it's pretty easy to figure out you don't need to be in a certain area when you go into a zone or section of a map and get face rolled. I guess all it really boils down to is player preferences.



#14
200Down

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Like if you can't remember which ones are in which order, more of a convenience thing than anything, I suppose

Exactly. Respect the players time you know? Why is running around watching loading screens and trying to find your next challenge considered "fun"?

 

DarkAmaranth1966,

Sorry I completely missed your post. Why would you considered it "hand holding" or treating players like "idiots"? Real question there because I'm just not seeing something you are. I meen it's not making the game more linear or stoping you from going anywhere you want. Or was that just a snap post because you're used to seeing "make it easier" any time a post pops up that may remotely ruin the challenge somehow or the overall depth? It's alright if it was and I totally get that sense I've done it too but I am curious if it wasn't and you actually had a valid point there? Hell nobody wants broken mechanics to be added.



#15
Sylvius the Mad

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Sorry I completely missed your post. Why would you considered it "hand holding" or treating players like "idiots"? Real question there because I'm just not seeing something you are. I meen it's not making the game more linear or stoping you from going anywhere you want.

But it's telling you what sort of challenges to expect, and some of us would rather not know that.  Uncovering that ourselves is part of the fun.


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#16
Hexoduen

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Exactly. Respect the players time you know? Why is running around watching loading screens and trying to find your next challenge considered "fun"?

 

DarkAmaranth1966,

Sorry I completely missed your post. Why would you considered it "hand holding" or treating players like "idiots"? Real question there because I'm just not seeing something you are. I meen it's not making the game more linear or stoping you from going anywhere you want. Or was that just a snap post because you're used to seeing "make it easier" any time a post pops up that may remotely ruin the challenge somehow or the overall depth? It's alright if it was and I totally get that sense I've done it too but I am curious if it wasn't and you actually had a valid point there? Hell nobody wants broken mechanics to be added.

 

"a valid point there? " You might not find a level recommendation on each zone hand-holding, but I do. And since I detest hand-holding I'm against this feature barring an optional on/off toggle.

 

As Sylvius wrote, some of us would rather not know what to expect. I prefer figuring things out for myself, rather than having the usual modern AAA approach guiding me, "click here", "jump here", "go there", and "do this in order to complete", no thx :pinched:



#17
200Down

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Fair enough,

Guys I'm not trying to be an intentionally thick just to get under you skin. I really am curious about this sorta garbage. It's quite interesting to me. You know how folks come to believe so strongly about such a mundane an arguably insignificant little thing? Yea, that's just too interesting not to at least pry a little. So yea, what rpg have you played that pulls off this impressive  feat and ends up being any good? I'm an old fker and thought I'd played just about every rpg worth playing but hey, I'm sure I've missed a few diamonds.

 

Wait!!! I think I got it....... You guys like horror games don't you?!?!

Seriously that's the only thing I can think of that more or less thrives on the player being clueless the entire time. :P

Well if that's the case then I think we can agree to disagree because there you have it. I hate horror games :) Not saying you should hate them but they've never done anything for me accept give near fatal heart palpitations(had to have butchered that word) lmfao



#18
CenturyCrow

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You can check out the Reddit guide on area/levels:

 

https://www.reddit.c...evel_for_zones/


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#19
TaHol

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I absolutely agree with OP. Infact, I was really surprised that there was not such feature in game and I even tried to find it, in case I missed it somehow. Like...I was sure there must be somewhere mentioned what is level of the zone. And yes, most replies here are a total knee jerk reaction. Whatever is suggested, it is shot down because you know, this game is top notch as it is.

 

When game is zoned, it is NORMAL to have information of the zone-level available. Someone wondering why this game lacks in that department (too), is not asking for handholding or noobster.



#20
Arne Saknussemm

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It's a perfectly reasonable request. If you don't want this info that's fine get on with your life...

 

If you want to help with the OPs request why don't you help?!

 

CenturyCrow... kudos!

 

From the post....put it up here...based on enemy levels you'll find

 

Spoiler


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#21
DanteYoda

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http://www.gamefaqs....sition/70647711

 

Prima Guide as above

 

Spoiler


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#22
Sartoz

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According to Bio DAI marketing/interview videos, the levels work as designed. If you encounter enemies that are too tough for you, then you need to go elsewhere to level up, get better gear and come back (this was specifically mentioned more than once) to kick butt.

 

Why do this? Well, DAI is very big and this approach is one way for the game designers to force you to explore this BIG bad world and find the necessary crafting material to improved your gear.



#23
Dinkledorf

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Perhaps putting this aspect to work around the various level of enemies that you encounter or have the ability to encounter in a zone would be more appropriate.  I would hate to have the whole zone be relegated to a specific level personally.  Focus on the capabilities of enemies instead.  Couple that with more data regarding enemy capabilities in the Codex and the player would have a better idea as to what enemies he is able to "comfortably" engage at his/her current level.

 

I would not go to the extent of actually having the codex indicate what level you should be at for any given enemy, just more tactical info regarding enemies strengths and weaknesses.  The codex currently, from what I have encountered, offers "some" info on how to engage successfully but its not until you actually engage them that you can get the pop-up for strengths, immunity and weaknesses.  A system like this may be more engaging if only for those that want to dig a little deeper whilst at the same time not exactly holding your hand at every turn.



#24
SwobyJ

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I absolutely agree with OP. Infact, I was really surprised that there was not such feature in game and I even tried to find it, in case I missed it somehow. Like...I was sure there must be somewhere mentioned what is level of the zone. And yes, most replies here are a total knee jerk reaction. Whatever is suggested, it is shot down because you know, this game is top notch as it is.

 

When game is zoned, it is NORMAL to have information of the zone-level available. Someone wondering why this game lacks in that department (too), is not asking for handholding or noobster.

 

Normal? Then how the hell did I run into Orzammar underleveled?



#25
200Down

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Thanks guys, wish I had known about those links on my first playthrough.

 

Seems to me like BIO doesn't even bother trying to explain their mechanics in this game and to call vague discriptions or discriptions that are basically flavor text a design choice based around getting the player to explore their world!?!? That has to sound idiotic to more people than just myself. I refuse to accept that it wouldn't...., I mean really? IS that all the better you can do to get people to WANT to explore the world. If that's what you really wanted then why the heck not go back to a more linear approach like the old games where? Sartoz, did they actually say that keeping the player in the dark was intentionally done as a method to get people to "explore" the world??..... o_O Did they really say that levels worked as intended? Sure I could agree if the underlying mechanics of the combat system weren't complelety flawed and actually gave the player a true challange instead of more cc knockdown fakey challenge on hard and the all too comon one shot deaths on nightmare becuase of how broken the base armor mechanic is.

 

There's a couple reasons we have these stupid "bubbles" and even a few more reasons that the combat hasn't been fixed. Don't let them fool you into thinking that gaurd/barrier is there just to improve your experience cuzz honestly the more hours I play the more I'm willing to say it's there as a cover up for other broken mechanics. Sure it may not be ENTIRELY true but I'd bet a weeks pay that it's NOT just there simply as additonal content ment to improve your experience. Both systems make the game too easy actually hindering gameplay and aren't even needed at all on anything other than nightmare and nightmare has it's own issues.

 

Granted, new players will find the barrier/gaurd systems helpfull for sure but that's sorta an issue with NOT explaining your damn mechanics like you should!! Hard to beleive that BW doesn't understand how not explaining core mechanics well enough isn't shooting themselves in the foot. This is not something I beleive a so called tripple A developement team shouldn't already understand. Which leaves only a few potential reasons. Forced to go gold prior to being finished or plain lazyness and milking the DA name(there's probably a few more possibilities that I haven't thought about).

 

BW is really starting to ****** me off by calling this stuff "as entended". I mean really, just exactly how  stupid do they think thier DA players really are? We aren't players of some casual "pinball" game that don't care how mechanics work. And will happily swallow any line you feed us. Well I can't claim to know what other players will accept so maybe some of us are ok with wool over the eyes. Heck I sure wish I hadn't payed attention nearly as much in this game because ignorance really was bliss during the first 30ish hours .

 

But who knows, maybe I'm just being too hard on them?

Ok, so that went totally off topic and waaaayy off the rails. Sorry bout that. End Rant.


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