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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