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What's Up With Quest Level Indicators?

Quests

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28 replies to this topic

#21
Ælfwine

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I remember when we didn't rely on games to hold our hand every damn step of the way.

Turn off quest level indicators, and try playing the game.

Sounds like you're the one that has a problem. Try relying on facts and not assumptions. It makes you look stupid.
Fact: it's possible to play through this game on POTD with level indicators turned off entirely and never have any serious problems. Try taking off the training wheels.

Why don't you try not being such an arrogant ass?

Just try it.

 

 

No thanks. It's a freakin' game, a simple form of entertainment. And I certainly don't pay heed to the words of those with pompous attitudes.



#22
msyoung

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I don't see the point of this argument. Everyone plays games the way they want to. This is entertainment, nothing more. You are not learning how to be SEALs here, just trying to relax and enjoy yourself. What I like to do, you probably won't and that is okay.


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#23
gloomseeker

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In my personal opinion having quest level indicators is pointless but then again I mostly play with as little extra information as possible (big fan of expert mode here but not really into the path of the damned nonsense). 

 

This reminds me of what I hated the most about the Witcher 3, all the level gating and all the pointless levels everywhere. 

 

With that being said if you're going to put that sort of nonsense in your game you should make sure it is working as planned. 



#24
Ælfwine

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With that being said if you're going to put that sort of nonsense in your game you should make sure it is working as planned. 

 

Which was really the original concept behind me creating this thread. I was wondering if there was something more I should know about the mechanism in place. It wasn't intended for some elitist to come in here with his equivalent of 'git gud.'



#25
xzar_monty

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I haven't found anything wrong with the quest level indicators so far, but sometimes the skulls for individual encounters can be very misleading. It is, of course, a question of approach and tactics, but it's not rare to come across a "one white skull" beastie that is significantly more difficult than a "three red skulls" one.



#26
Prince of Lies

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AFAIK level scaling happens on loading the map. You could enter the sepulchers then leave- come back when you're a higher level. Changing difficulty while in the loaded area won't change the encounters. 

 

I haven't had any issues once I reach level 10+ with enemies that are 3 levels ahead of me.

 

I will say that the change to agro (bug? glitch? gameplay feature?) does make the battles significantly more difficult. I'm cool with that, as I like a good challenge- but I can see why it would be frustrating to others. 



#27
rjshae

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Perhaps this is a result of turning off level scaling?



#28
Prince of Lies

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Level scaling scales the enemies level up/down by four levels.

 

I.E. A level 2 character runs into a level 14 enemy, the enemies level changes to level 10. Likewise, if a level 14 character runs into a level 2 enemy, the enemy scales up to level 6. 

 

When I originally did hanging sepulchers I was able to stealth around, grab each skelly individually and gank them. Now you can't really do that without attracting all their skelly friends. 



#29
-hal

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The difficulty spikes are much different in this game than in the last. I suppose it does have something to do with the more open nature. In a way that's cool, but it can be a bit of a drag when you're cruising along and suddenly every foe around you makes you feel weak.

 

Having said that, I did have an easier time of hanging sepulchers when I took the side route instead of the main one. It was a little easier to pick off lone skeletons once I made it past the first big group.

 

Don't forget to look at your weapons too, and make sure you're dealing the right type of damage for enemies in that area.







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