Upcoming changes to group level ranges in instances!

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Tarvas
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Upcoming changes to group level ranges in instances!

Postby Tarvas » Thu Jan 02, 2014 6:18 pm

Upcoming changes to group level ranges in instances!

PrathunSOE, post: 3027780, member: 5349 wrote:Greetings,

As Phathom mentioned in his December Producer’s Letter, we wanted to let you know about some upcoming changes to how level spread will work in instances. We’ve taken a look at this system and wanted to make it more relevant to the game EverQuest is today, as well as make it a better player experience overall. This is a good time to make the change, as Heroic Adventure instances are such a big part of Call of the Forsaken and the upcoming release Call of the Forsaken: Hate Rising.

A brief history of scaling instances: a decade ago, back in the era of Lost Dungeons of Norrath and Dragons of Norrath, our methods for scaling a zone were a bit less advanced than they are now. When we wanted a zone to scale to player level, we would create multiple versions. Each version of the zone was populated with the same type of NPCs in the same locations, but at 5 level intervals. This is a lot more work than it sounds, as each version of the zone requires hundreds of new interconnected records. When a group requested an adventure, the average player level determined which difficulty version they were assigned.

This system has served us well for the past decade, but there are a few things we'd like to improve.

The maximum level spread for group members has been 10 or 15 levels since max level was 65. Now level 100s and level 70s can group together and still gain experience, but they cannot participate in many instances together.
Because instances check the group's average level, it can be difficult to get the version you want without stacking players of a certain level to shift the average.

So we propose to change the system in the following ways:

For modern content, we feel the level spread of 10-15 is no longer relevant. We'd like to increase the level spread to 30.
We feel the concept of the average level is confusing and requires unconventional gameplay to work around. We would like to replace it with an actual minimum and maximum level.

This is a large-scale change. As with all big changes, it may require some iteration, but we feel that the changes will make EverQuest a better game. We hope you are as excited as we are about this change, and look forward to hearing your responses!
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Re: Upcoming changes to group level ranges in instances!

Postby Glauri » Thu Jan 02, 2014 8:53 pm

Some games just have all players assume the level of the lowest player, or near that. Their hps/mana/ac etc. drop to what would have been appropriate at that level. They keep their spells, but the dmg/healing is scaled accordingly. Seems to work well.
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Re: Upcoming changes to group level ranges in instances!

Postby Larulik » Fri Jan 03, 2014 12:48 pm

Sounds to me like they decided that they WANT heroics and similar instances to be used for powerleveling purposes... I don't know how good or bad this idea is going to be, but that's my first impression.
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