Certainly it's nice to have realism when it makes sense, but it can NEVER be more important than maintaining the main point of the game which is the loot. On the other hand realism is not really a big concern for a looter/shooter. That's essential otherwise you are effectively closing off areas of the game and forcing players into only those areas where they can get better loot which makes for a very content limited and boring looter/shooter. You must always have a way to acquire better loot, no matter where you are and what you are doing because that's the main point to the game. The MOST important thing for a looter/shooter is the loot. Currently it's pretty basic but there's plans to make it better which could also mean it could be tied into the above systems for even further nuance.ĭon't worry your concerns have been noted as Rockfish has stated many times that they also recognize the issues with a fixed scaling system which is why they are making sure the scaling system in Everspace 2 is dynamic enough to provide you the progression you want while also preventing entire zones like Ceto from becoming obsolete and in my experience they've accomplished that. On top of all that there is a difficulty setting which allows players to adjust the relative difficulty of the game to their individual taste. The random areas that pop-up while navigating also have a sort of scaling system as some of them might just be a few random mobs while others will offer a much tougher challenge. High risk areas also have a dynamic scaling system with green being the easiest and red being the hardest. On top of that all systems have signal decoders in them which can be used to reveal high risk areas and these high risk areas offer you the chance for harder content and likewise better loot, the exact progression that you are looking for. Later systems scale up more meaning that later systems will be harder allowing for the above to be true. Ceto being the first system scales the least of any system so it will always be easier than other systems although it will never become obsolete. The scaling system in Everspace 2 allows for this because it's dynamic it's not fixed. These progression systems are there, so players can work towards being able to tackle harder content, so they can grow to overcome challenges through clever choices, accumulating knowledge, skill and luck. I know, the game still has time and these systems aren't ironed out, however I still want to give my feedback for a feature that I see as a very clear downside in every game, where I noticed it exists. Item drops are less exciting, you just ask: will this let me go through the gate of the next few levels before I overlevel it, because you can never overlevel the zone where youre in, you can only overlevel your gear so the zones, in turn overlevel you. However if all content is constantly as hard as your level is, you can only ever progress in one direction - testing stuff out, fighting, exploring and backtracking is discouraged. Level scaling just turns the systems of progression into chores, where you need to get the latest gear, so you can experience any content you are tackling atm. Now that said, IMHO, in games with RPG-like item and progression systems, level scaling enemies to the players level is allways a bad idea. I love the game! I've wanted a similar experience since almost 2 decades now and Everspace 2, even though in early access allready delivers.
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