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> I feel like, particularly with the new Diablo 4 they could make the leveling curve on the base game last MUCH, MUCH longer and it would actually be far more e
by dleslie 3y ago
> I feel like, particularly with the new Diablo 4 they could make the leveling curve on the base game last MUCH, MUCH longer and it would actually be far more enjoyable for far more people. It would piss off the endgame crowd though, because all they want to do is get to max level as fast as possible so they can start farming.
They just did this, and made the game much more of a slow grind.
Diablo 4's greatest flaw, IMHO, is that they apply difficulty scaling across all areas. At level 1 it can take two or three single hits to kill a goat man, and at level 60+ it can take two or three hits to kill a goat man; because the mobs scale to your power level.
If they'd simply allowed some areas to be level-restricted with difficult mobs, then there would always be a sense of reward and victory. A player tired of the grind need only hop over to a slightly easier zone to feel like a god among mortals. But you can't do that in Diablo 4, so it just remains a slog.
- deleted 3y ago[deleted]
- aprdm 3y agoyes I totally agree.
- jerf 3y agoAfter ~25 years of playing this sort of game, I am increasingly sympathetic to the idea that exponential-power leveling is just a busted mechanic. There's a variety of good ways to use it, but there isn't a great way. You can lean into it, like Disgaea, which just embraces the brokenness and writes them into its mechanics. You can just sort of write a standard game, but then, in the end, the solution to all problems is grinding. You can scale the challenges with the level, but then, what's the point of leveling? In fact all you're doing is running the risk of showing just how busted the mechanic is when you have a hard time matching the levels correctly because of the exponential power gains; see Oblivion, for instance. And even after such a mismatch, the solution to all problems is still grinding. Obviously many fine games have used this and I still play some to this day, so I'm not saying it's never ever fun. I'm just saying, the ways in which it's kinda broken seem fundamental and there seems to be only so much you can do with them. Were I designing a game today, rather than treating it as a default as so many designers still seem to, I'd want to take a careful look at the disadvantages and be sure I'm comfortable with them before proceeding. And as a gamer I do have to say more and more I'm starting to mark a game using level-based mechanics down a point when I'm figuring out what to play.
- chrchang523 3y agoThere are games where the final score is primarily based on taking as little time as possible (e.g. the Heroes of Might and Magic series, which had its debut around the same time as Diablo); this tends to keep exponential leveling mechanics in check.
- bombcar 3y agoI always thought HoMM single player kind of just played directly into the “comp stomp” play style and only a few levels punished it. The difference between single player and modern HoMM (it’s a thing!) multiplayer is absolutely stark. Entirely different games, basically.
- jerf 3y agoIt's another helpful one. I like to play my own challenges now for minimal leveling; not formal ones for speedrunning purposes, just running more often and not grabbing all the resources. Due to the exponential nature of the game, generally if I do throw in the towel and level, by definition, the best place to grind is the latest possible place. Numerically you actually aren't missing out on much by trying to speed through the game and stopping only when necessary in most games.
- dleslie 3y ago> After ~25 years of playing this sort of game, I am increasingly sympathetic to the idea that exponential-power leveling is just a busted mechanic. There's a variety of good ways to use it, but there isn't a great way. Hero stories need to have a satisfying end, and I don't think many ARPGs acknowledge that this is even possible or design to allow it to coincide with the end of the story. I imagine an ARPG designed to _end_ characters would level-gate content in such a way that unlocking, and defeating, the final content would be a satisfying end to the character. You would certainly be encouraged to start afresh, NewGame+ style, with a new character but it would be made clear that the character at the _end_ is also _finished_. Completed. Over. Done. The hero has finished their journey. Ie, lock the character and have them just lounging around in a hub/town for your new characters to see.
- 3y ago
- tstrimple 3y agoThe latest updated tried to address this somewhat. > Level scaling inside dungeons and most overworld territories has been adjusted in World Tiers III and IV. Monsters will begin to trail behind the player in Level after a certain point (up to a maximum of 5 Levels behind). This change does not affect World Bosses, Legion Events, Fields of Hatred, Helltide, or Nightmare Dungeons. Due to the nature of level scaling, if you're 5 levels over an enemy you basically vaporize them. There is still level variance among the world zones as well. So with the combination of the two, you should always be able to find someplace a bit more challenging and when you're higher level you can find areas with lots of enemies lower than you. I haven't played enough post-patch to know if it's made the experience any better, but I'm not the type of Diablo player to seek out areas with weaker enemies. What Blizzard wanted to avoid is having 4/5ths of the map no longer relevant because you're so far above the area level that you no longer get usable XP, loot or gold. In D3 there wasn't much to do at the high end other than run rifts. In D4 the entire world is a viable place to spend time during the late game.
- dleslie 3y ago> What Blizzard wanted to avoid is having 4/5ths of the map no longer relevant because you're so far above the area level that you no longer get usable XP, loot or gold. In D3 there wasn't much to do at the high end other than run rifts. Alternatively, they could have: 1. Distributed high-level dungeons across the map 2. Unlocked high-level quests across the map They have an open world with dungeons and "caves", and an open world quest system; they could've leveraged that to get high level players to return.
- mx_02 3y ago> In D4 the entire world is a viable place to spend time during the late game. Spending time doing what? Killing mobs? For what purpose? Killing mobs should be a means to an end like cosmetics/achievements/trophies and those usually give you bragging's rights. So ok, all zones are viable to spend time in D4. What do you gain with that?
- themagician 3y agoIt be nice if they split the game. They already have a Hardcore mode, so they could just split the ruleset. "Normal" could have things like level-gated areas, unlimited respecs, and a stronger focus on group play and HC could remain an infinite grind… which I think HC players would enjoy, since it would give them more cred and let them look down on mere casuals.