Re: overall structure of the sword coast
Posted: Thu Jan 18, 2018 5:28 am
Pocketing can have some good effects and some bad effects - I'm not sure if would be a good move to implement something like this currently as its quite radical, but I do believe something should be done.
My own experience is currently that most of the times than not, a higher level character is needed to overcome the challenge of just travelling to a different area - like for instance travelling from BG to Beregost, will most likely kill low level character, where normally in BG travelling to Beregost usually would be quite peaceful, if one followed the roads, but if the party did get waylaid, it wasn't something that couldn't be overcome, but as it is now, a low level party could quite easily be ripped apart when going from FAI to Beregost. I'm not sure if this has something to do with the dynamic scaling of encounters.
Also, very often it feels like power-levelling even when you were just trying to find some people IC of relatively equal level to party up with, because very often the party ends up with one being very high level, not just 6 levels above, but much, much higher. Personally I think this has something to with the level range, rather than areas not being pocketed. Where also if the areas were pocketed it would begin to feel like an MMO, because they're like that. I think if the level cap was much lower, it would encourage people to band to together out of necessity rather than opportunity or feeling a sense of duty, but thats not something that is going to happen.
To me it seems that there is something that is off, which affects in various ways that we experience when we play, but I can't quite place it, somehow it feels likes its the overall powerlevel being mixed. Still, there is alot great rp happening, but thats due to good rp'ers, certainly also some bad ones, cases of metagaming, ninjalooting crybabies, and what not.
I think the dynamic scaling of encounters shouldn't be server-wide, but more in specific higher CR areas, this will encourage the higher level of the spectrum to go there to challenge themselves, rather than power-levelling or escorting lower level characters because they need it, even when lore-wise it should not be as dangerous as it actually is mechanically.
My own experience is currently that most of the times than not, a higher level character is needed to overcome the challenge of just travelling to a different area - like for instance travelling from BG to Beregost, will most likely kill low level character, where normally in BG travelling to Beregost usually would be quite peaceful, if one followed the roads, but if the party did get waylaid, it wasn't something that couldn't be overcome, but as it is now, a low level party could quite easily be ripped apart when going from FAI to Beregost. I'm not sure if this has something to do with the dynamic scaling of encounters.
Also, very often it feels like power-levelling even when you were just trying to find some people IC of relatively equal level to party up with, because very often the party ends up with one being very high level, not just 6 levels above, but much, much higher. Personally I think this has something to with the level range, rather than areas not being pocketed. Where also if the areas were pocketed it would begin to feel like an MMO, because they're like that. I think if the level cap was much lower, it would encourage people to band to together out of necessity rather than opportunity or feeling a sense of duty, but thats not something that is going to happen.
To me it seems that there is something that is off, which affects in various ways that we experience when we play, but I can't quite place it, somehow it feels likes its the overall powerlevel being mixed. Still, there is alot great rp happening, but thats due to good rp'ers, certainly also some bad ones, cases of metagaming, ninjalooting crybabies, and what not.
I think the dynamic scaling of encounters shouldn't be server-wide, but more in specific higher CR areas, this will encourage the higher level of the spectrum to go there to challenge themselves, rather than power-levelling or escorting lower level characters because they need it, even when lore-wise it should not be as dangerous as it actually is mechanically.