As for exactly when it should be ‘turned on’ for effect? The moment a character has finished the complete campaign present at the moment.
They are not meant for that, by the time you reach em you won’t have a key, so you turn back anyway. I get what you wanna say with that… but this part is actually intentionally designed like that, to keep the place in mind for the player.
Kinda works, a bit.
Not optimal but at least it works
imo, there are 2 things i consider important. 1 is giving a “REAL” reward for players when they progress the story. also as it ties in to the theme of “time travel”.
i cant remember what dungeon you encounter in what act. but for an example if you were to find soul dungeons as an alternate path in act 2. clearing the act 2 boss would make this path available to you for your future characters. the devs can break immersion by revealing this benefit as a quest reward.
also, i strongly believe there should be no “dungeon key” requirement for all alternate leveling paths. why punish players? let them feel rewarded. however nerfing/putting restrictions on the dungeon so it cant be exploited should be important as they need to learn to farm keys.
the 2nd thing i find important is “realm progression”. these unlocks should only apply realm wide. if you choose to play on a reset realm, you NEED to unlock it all over again, that’s the entire purpose of reset realms. if you dont want to, well legacy/permanent realm is available. any persons complaining about unlocking this feature ONCE per reset realm should really reconsider if reset realms are really what they want. having unlocks like this carry over to reset realms is bad for MG economy as players who have unlocked everything could potentially have advantages.
there are many things that can be made realm unlocks. such as empowered monoliths. tho i’m of the opinion that EHG should take note of titan quest and let us just choose the level of the monoliths directly ourselves at a gold cost. with the caveat that we cannot decrease the level of a monolith below it’s minimum level. for example if a monolith area is level 69 by default, the player could pay gold to increase it permanently up to 100. but if they find it too strong, they could pay gold to decrease it all the way back down to 69. or whatever number between 69-100.
when i mentioned low level dungeons not requiring a key, i failed to clarify this meant that upon unlocking the low level dungeons, any new character you create can access this alternate leveling path for free.
the character used to unlock the alternate path would naturally be more higher leveled so they have little benefit to use this alternate path as its now low leveled and they already progressed the story to the next area.
U provee this with ur example that is not at whay lvl scalling is.
Ur A and B example proves that. If ur say lvl 15 and go to zone B it would still be lvl 15 thats how lvl scalling works.
Since u can go from zone A at lvl 15 to zone B and its lvl 20. Thats. Not lvl scaling at all.
That same thing from ur example is done here in LE i can be lvl 25 in chapter 2 and go to monos which is area lvl 62 now for the first one and be at lvl 25 still.
What ur saying is not much different than whats in LE other than a cap.
Sacred has ZERO lvl scalling. Skyrim oblivion cyberpunk these all have lvl scaling in oblivion if u reach say lvl 3 go to sleep the entire world is now lvl 3 just as u are. In cyberpunk once u go from lvl 15 to 16 the world goes to a lvl 16 world. Thats lvl what lvl scalling is
The fact u can make say zone B a bit higher than ur lvl means it in fact doesnt have lvl scalling. If it did going to zone B from A at lvl 15 would mean zone B would still be lvl 15 zone. Except thats not what happens. There for that isnt lvl scalling.
In the games i listed theres no way to do this. Hence lvl scalling. Scared tho has away to do this. So no its not lvl scaling at all.
At no point in a lvl scalling system can u make mobs higher or lower than ur lvl. In sacred u can make them higher by going to say zone B. And proven by ur example thats not lvl scalling
Because, and I’m frustrated that you don’t appear to understand this fairly simple concept, in Sacred 1 & 2, mob levels scaled with your level subject to the area’s minimum & maximum levels. That’s still level scaling, it just has a minimum & a maximum.
It’s completely different. All LE zones have a fixed level & mobs are that level.
You’ve clearly never played it.
Yes, un-capped level scaling. If Ascaron had set the minimum lvl for each zone to 0 & the max to 216 then it’d be the same. But they didn’t because they wanted players to move through the game but still have some choices in where they could kill mobs.
So what happens when you’re within the min & max of a zone in Sacred 1/2 & you level up? The mobs level up as well automagically (well, when you walk far enough to spawn more mobs).
I agree that there needs to be a skip. Anyone that says they enjoy the campaign after leveling multiple characters is either a liar or completely brain dead.
I, for one, much prefer to run the campaign. I don’t even use dungeon skips. Partly because my gamer’s OCD hates having an uncompleted quest, partly because I like the pace and direction of a campaign to start with.
I’d much rather have an option to skip all the cutscenes (the ones that are currently unskippable) than the campaign.
Also the 2 Majasa scenes. The one when you arrive in Maj’elka and the one just before her fight.
Last one is even more annoying because for some reason it’s the only one that also has a dialogue box which always gets stuck at the end. I’ve taken to just closing the dialogue immediately before I alt tab until the scene is over.
Running your 50th monolith is as braindead as running your 50th campaign.
Both activities are all about doing the same thing over and over again.
A big reason why I actually enjoy running the campaign is because it’s a nice break from the sameness of running echoes. I run thousands of echoes with one character, doing something else with a new one at least feels fresh, even if I already ran the campaign 100 times. Because I just finished running monoliths for the 1000th time.
TLDR, but I agree with the story skip. It gets tedious. POE 1 is probably the best ARPG on the market, but I don’t play it because I just can’t stomach the long ass storyline anymore.
That argument has been showcased why it’s flawed, re-read the topics around it, it’s brought up over and over again.
If something is superior to something else then it’s not a choice, you get enforced to use it even at a detriment of enjoyment.
This is the first part.
The second is that LE lacks content density already. Hence causing any content to be skipped is detrimental as well, until content density is solved.
You can force new players to do the campaign once.
Replaying the same static content isn’t content density, it’s boring busywork after the first few times around.
One of the reasons I’m not playing POE1 despite it’s “content density” is that I just can’t stomach the doing the campaign again. I tried and quit to play LE halfway through.
If I have to play the LE campaign a few more times, I’ll probably go back to Diablo because leveling a few alts is better content than repeating storylines.
Which is the point that was talked about of being removed though?
That’s OP’s stance ‘I did it last Cycle already so I don’t wanna do it again this one’.
Nothing speaks against a skipped playthrough for a secondary character besides content density of the game currently. And that can be solved with time.
Which draws out the time as otherwise you wouldn’t be retained to use the product. Which - sadly - is a mandatory thing for a live-service product to uphold. It’s not a SP game despite being set up entirely like one which should be SP with a MP function solely.
And I agree! Because PoE has no need anymore to enforce the repetition of the campaign, not with everything they have going on in their game. 100% on your side there!
Like I said before:
If you want an alternative way to level up that will take roughly the same time it would take to level up in the campaign, then it’s fine. I’m all for it.
If you want an alternative way to level up that will require vastly less time to level up, then it’s no longer a choice. Especially when things like leaderboards exist where you have to use the most optimal choices.
You would need to force everyone to play the campaign once per season, at least. Otherwise races and leaderboards would always benefit older players instead of being an even playing field.
The issue is that most people asking for a campaign skip don’t actually want a campaign skip. They want a power boost. They want to get to level 50/70/whatever faster than they would get there via the campaign.
If all they want is an alternative but equally time consuming way to level up, then everything is fine. Those give players options.
But if what they want is an adventure mode equivalent where you get to endgame 10x faster than with the campaign, then that’s actually removing options and forcing people to skip the campaign. Especially when there’s a competitive aspect in the game.