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10/29/07, 12:05 PM
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#16
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Don Flamenco
Night Elf Druid
Earthen Ring
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Originally Posted by Grungo
As others have stated, if you have a friend that can't level that fast because of time restraints, make an alt and bring him up to an appropriate level to quest with your friend. It shouldn't take that long at all.
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Ever try to coordinate a guild full of such people? They don't just get out of sync with me, they get out of sync with each other. And being an altoholic, I don't have all that many character slots left too play around with.
I have exactly one guildmate who successfully managed the transition to the raiding game. She's healing in Karazhan and Gruul right now.
Another one ended up getting disgusted with how hard it was to make teamwork happen, and ended up deciding to pretty much only ever solo -- and shortly after hitting 70, he ended up just quitting. He comes back from time to time, with enthusiasm at first, but then the problem comes back and he gets bitter and quits again.
We have a 54th level paladin who is still that level because he had to take months away from the game due to cancer treatments. Everyone wants to play with him when he gets back, but people also do not want to completely abandon the game due to constantly dwelling on the fact of his cancer in the meantime!
This is where I usually hear the "get better friends" comment, which frankly is absurd to me. Why should a multiplayer game prevent people who want to from playing together? Why should it break communities rather than strengthening them?
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10/29/07, 12:05 PM
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#17
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Piston Honda
Human Paladin
Tarren Mill (EU)
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Would it be too hard to automatically reduce the iLvL (and tweak the stats accordingly) on your gear to match your new level?
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10/29/07, 12:11 PM
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#18
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Don Flamenco
Night Elf Druid
Earthen Ring
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Originally Posted by Grungo
How would you propose handling the vast differential of gear that exists at level 70? Would a T6 equipped level 70 character scale down to the same "power level" (for lack of a better term) as a level 70 in dungeon blues?
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That's how I'd handle it myself, yeah. In fact, let's say you're scaling down to join someone in Deadmines. I'd scale a level 42 in Scarlet Monestary gear, a level 60 without the expansion in AQ40 gear, and a Black Temple raider in full epics all down to exactly the same power level.
One way to do it is just to cap stats. "At level x, you can not gain more than y points of int from gear. Anything beyond that is temporarily truncated, similar to what rez sickness does to your stats." Do that for all stats, including mp5, rating, spell power, everything. I don't imagine that would be that hard to implement as a debuff. The harder part, I think, is what to do about talent trees.
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10/29/07, 12:17 PM
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#19
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foreign contaminant
Tauren Death Knight
Mal'Ganis
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Since the difficulty in leveling in WoW is so underwhelming, why would you not just assist your friends in leveling using your level 70 character?
In a couple of hours, I helped a friend level a Shaman from the low 30's to the high 30's by running her through SM on repeat. I have another friend to whom I donated my old level 60 Priest from the BWL era, and will be helping him to level it up by tanking dungeons for him (since he'll need the experience and the reps).
Your suggestion strikes me as the least elegant solution to a rare, albeit well-stated, problem.
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Originally Posted by Theras
Frankly I don't know how you non-Nordic people can breed in good conscience.
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10/29/07, 12:18 PM
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#20
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King Hippo
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The problem is 99.999% of people would rather just walk into SM as their level 70 in full BT gear and demolish the instance than flip a switch to purposely nerf themselves just to make it "appropriate difficulty".
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10/29/07, 12:19 PM
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#21
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Don Flamenco
Dwarf Warrior
Lightninghoof
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Originally Posted by Douglas
Ever try to coordinate a guild full of such people? They don't just get out of sync with me, they get out of sync with each other. And being an altoholic, I don't have all that many character slots left too play around with.
I have exactly one guildmate who successfully managed the transition to the raiding game. She's healing in Karazhan and Gruul right now.
Another one ended up getting disgusted with how hard it was to make teamwork happen, and ended up deciding to pretty much only ever solo -- and shortly after hitting 70, he ended up just quitting. He comes back from time to time, with enthusiasm at first, but then the problem comes back and he gets bitter and quits again.
We have a 54th level paladin who is still that level because he had to take months away from the game due to cancer treatments. Everyone wants to play with him when he gets back, but people also do not want to completely abandon the game due to constantly dwelling on the fact of his cancer in the meantime!
This is where I usually hear the "get better friends" comment, which frankly is absurd to me. Why should a multiplayer game prevent people who want to from playing together? Why should it break communities rather than strengthening them?
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It seems to me that you have mixed up cause and effect. There's no reason that you can't play with your friend, even as a level 70, help out with his elite quests, run him through instances, help him do normal gathering quests! He'll still get exp, you'll get to spend time with him/her, everyone wins. Your being selfish and wanting to "gain something" from helping your friend outside of goodwill and self-satisfaction.
WoW has a linear rewards system, from which you have clearly taken all that is availible in the level 54 section, so just because now you can't go back and make gold (or whatever the fuck it is exactly that you want? This remains entirely unclear) while you help your friend, doesn't mean anyone is "preventing people who want to from playing together". Clearly the problem doesn't exist with WoW "breaking communities rather than strengthening them" but with you (and your guildmates!) being either a) greedy, or b) not really that interested in helping your friend in the first place.
Be honest with yourself, you play the game to have fun with friends and do X; X being all the intangible crap (gold farming/item upgrades/faction grinding/raiding etc.) that makes the game fun in addition to the people. Because you value X more than playing with your friend who is not max level, you feel guilty, and you should, because honestly if he's your friend and you like playing with him, what's to stop you from doing it?
You've got a million silly questions and a hilariously far-out answer for a problem that exists only for those few people who cannot reconcile their self-interest with their desire to play with their friends. The fact is, that problem simply DOES NOT EXIST for most people, as they either sack up and miss out on farming that third primal life to help their friend clear stratholme, or they say "F him, he should be in HFP grinding orcs anyways".
*edit* Grammar
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Though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours, and maybe you can even sense our lifestyles are probably comparable; I simply am not there.
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10/29/07, 12:24 PM
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#22
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Don Flamenco
Night Elf Druid
Earthen Ring
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Originally Posted by Vectivus
In a couple of hours, I helped a friend level a Shaman from the low 30's to the high 30's by running her through SM on repeat.
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Pretty much none of the people I know would regard that as help! And in their shoes, I would not either.
That's not helping them do content, that's not teaming up with them, that's doing content for them. They are denied the experience of, for example, doing Scarlet Monestary properly. And they're likely to get bored doing the same thing over and over like that.
I have in the past observed people who receive that kind of "help" over and over. Have you seen them at the endgame? If you've been at this for long, I'm sure you must have.
On the one hand, they end up not knowing how to play their characters as members of a team -- they never had to. On the other hand, they have this sense of entitlement, that someone should just hand them whatever they want. "Why can't you just take me through Gruul's Lair until I get the drop I want? You did it in Deadmines!" It's two great tastes that don't exactly taste great together.
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10/29/07, 12:24 PM
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#23
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Don Flamenco
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Originally Posted by ebbv
The problem is 99.999% of people would rather just walk into SM as their level 70 in full BT gear and demolish the instance than flip a switch to purposely nerf themselves just to make it "appropriate difficulty".
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Pretty sure this has nothing to do with the fact that people want to play with their friends at appropriate gear/skill levels without A) ruining the exp gains which furthers the problem of playing with friends to help them level/quest and B) removing the challenge from the encounters. I'm not sure how you could say that everyone would rather "demolish" the instance when multiple people in this thread have claimed otherwise.
In my brief stint in EQ2 I was able to experience a similar system where you can temporarily drop your level to quest. It was very helpful for my max level cousins to be able to run quests with me and still maintain exp gains, allowing me to advance, while not ruining the fun completely by having their character 1 shot every mob.
Yes, it would require a lot of coding, however, there are many "hardcore" players with real life "casual" friends (myself included) that would enjoy, and use, a mentoring system. Obviously blizzard is keen to such ideas considering the announcement of the leveling changes in 2.3, I wouldn't be quick to say "blizzard would never do this because of the work involved".
edit: Douglas is a bit quicker and more eloquent than I.
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10/29/07, 12:26 PM
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#24
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KINDOFABIGDEAL
Night Elf Hunter
Ner'zhul
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I played CoH a bit when it first came out, and occasionally used the sidekick system to play with friends who I'd blown out in levels at first or when I rerolled to a busted burn tanker. As someone else has mentioned, sidekicking works in CoH because the game is very "flat" - the only real differences as you go up in levels are numerical. WoW is very different - if a L70 were to downlevel to play with someone of say level 20, there are skills, talents, and gear to normalize to that level. How would you handle redistributing talents? Do you lose access to your higher level skills? What happens to your gear - especially gear with proc effects, that aren't so easily reduced by any ilvl formula (Shard of Azzinoth proc'ing in deadmines wouldn't quite work, I imagine). Not to mention what happens if you get attacked in PVP while mentoring - are you level 20 or 70 when you fight back? Does that PoM Pyro one shot you or take off a third of your health? Reducing character stats also breaks the persistence and immersiveness of the game world - I could easily solo van Cleef, but instead he kills me and my party because I'm "holding back"?
Honestly, I found the sidekicking system in CoH to be incredibly boring, though that's more a function of the way progression worked in that game (same model, same mission, higher numbers!) than the system itself. Once I realized that sidekicking was just massively nerfing my experience gains, I ended up doing the same thing - going to high level zones with my roommate's fire blaster killing everything - and just didn't sidekick so I gained massive experience instead. Perhaps that speaks to my approach more than anything, but I just don't see it being terribly effective in WoW either.
I guess I just don't see a big problem with the way things are. You said you wished you could impose a level limit on guild ranks - well, you *can* do that, but the game just doesn't enforce it. You could agree to just play with your friends, or if you are playing when they aren't stop before you outlevel them. The game itself is not preventing you from playing with your friends - your playing habits are.
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10/29/07, 12:26 PM
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#25
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Piston Honda
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Wow is a selfish game. Altruism only goes so far. The Sidekicking system in CoH works because both sides get something.
The lower level character gets to see new content if he is being sidekicked. If the higher level character is being reverse-sidekicked he gets currency.
WoW wouldn't have to implement both. Reverse-sidekicking (Taking a high level toon to a lower level) is harder to implement, so we can toss that. However you could take a lower level toon to a higher level instance.
The problem is the difference in gear and talents. You'd have to have certain ranges, because a L20 toon couldn't possibly run through Shadow Labs even if you could artificially bump him to L69 or L70. He'd be effectively naked in terms of gear, and he would barely have any meaningful abilities.
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10/29/07, 12:27 PM
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#26
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Don Flamenco
Night Elf Druid
Earthen Ring
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Originally Posted by Angeron
It seems to me that you have mixed up cause and effect. There's no reason that you can't play with your friend, even as a level 70, help out with his elite quests, run him through instances, help him do normal gathering quests! He'll still get exp, you'll get to spend time with him/her, everyone wins. Your being selfish and wanting to "gain something" from helping your friend outside of goodwill and self-satisfaction.
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You've got it exactly backwards. I do not want or need to gain something for myself. I just do not want to completely dominate the experience that my friends have. I do not want to prevent them from contributing. I do not want to force them on to welfare. I want to play with them, to cooperate.
It's completely fine with me if i get nothing at all out of it. It's not completely fine if I trivialize their own experience, or teach them to be bad players, or teach them that everything they could possibly want will simply be handed to them.
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10/29/07, 12:27 PM
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#27
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Von Kaiser
Night Elf Druid
Ulduar (EU)
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Furthermore, you are not only looking at a simple buff.
I do not know how exactly WoW is programmed, but if I image a character as an object in object oriented programming and its stats being the attributes of the object, then everything that runs "checks" against those stats, will just ask for their value.
For example porting someone with an instance's meeting stone would require the target to be in a specific level range. So if the software asks for playerobject.Level to see if he is in the range, it has to return the modified level, not the real one.
But probably some values should not be changed since it is the real representation of the value which gets flushed to database later on. I doubt Blizzard would risk to alter the real level of a character based on a buff.
So such a change would require FAR FAR more than "a simple buff", since it would require every getter and setter method (or functions or properties or database wrappers, depending on the implementation) to be rewritten for any specific use case. From a programming point of view even small changes can require alot effort and I highly doubt that WoW will introduce that concept.
It might be nice for some people, but if you did not have such a mechanic in mind when you design the game, it might be hard or even impossible to implement it later on.
Last edited by Kallisti : 10/29/07 at 12:45 PM.
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For my dreams I hold my life
For wishes I behold my nights
A truth at the end of time - Losing faith makes a crime.
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10/29/07, 12:29 PM
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#28
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King Hippo
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I said 99.999%, not everyone.
But don't say the motivation is due to killing XP, because it's faster XP for me as a level 70 to round up all of SM and AE it down than for me to nerf myself and run it in a real 5 man for you.
Personally I do not like running people through things or being run through them, but my solution is to do it on alts.
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10/29/07, 12:29 PM
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#29
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Von Kaiser
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Originally Posted by Douglas
That's how I'd handle it myself, yeah. In fact, let's say you're scaling down to join someone in Deadmines. I'd scale a level 42 in Scarlet Monestary gear, a level 60 without the expansion in AQ40 gear, and a Black Temple raider in full epics all down to exactly the same power level.
One way to do it is just to cap stats. "At level x, you can not gain more than y points of int from gear. Anything beyond that is temporarily truncated, similar to what rez sickness does to your stats." Do that for all stats, including mp5, rating, spell power, everything. I don't imagine that would be that hard to implement as a debuff. The harder part, I think, is what to do about talent trees.
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It would still be difficult to apply the debuff in a fair way, the guy in lvl 42 Scarlet Monestary gear would then still be lower powered that the black temple raider. I personally think the whole project would be to vast to either hire more programmers or take them away from developing other features of the game to be worthwhile. I don't think scaling down is viable to be honest, however it would be easier to scale up a character if they wanted to run an instance at a higher level.
But then what would you do with the loot achieved, is it fair for a player that has scaled up to be able to receive loot from these dungeons or would you implement it in a way that any synced player isn't eligible for loot.
Only way I can think of making the talent points work is a reset of points at the time of sync with a memory to return when you leave the instance. So a short "respec" would be needed at the start of the run. Though this could probably be abused in a way where players of the right level would sync to a closer level in order to get a free "respec" for each dungeon, while being a small advantage I don't think blizzard would like it.
Though if you are going to implement this sort of system then you might as well just go with the idea of making heroic versions of old school dungeons keeping, I imagine, a much larger player base happy (though not yourself in this case).
There is a lot of thought that would need to go into balancing this, let alone the sheer amount of work to implement it.
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10/29/07, 12:33 PM
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#30
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Piston Honda
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Keep in mind, City of Heroes sidekick/examplar systems were far from perfect and ripe for exploiting.
It was commonplace to use the system for powerleveling. Dragging lowbies around with high level characters or into farmable instanced missions led to plenty of ignoring the "content" and speed leveling. We'd even examplar high level characters down to blow the content at high speeds, becuase the level reduction power scaling definitly did not work properly.
Even if Blizzard was able to implement the scaling in a decent way, there's still gonna be a drastic difference in the effectiveness of a lowered level cap charcter then an actual level character in standard gear.
Such a system is ripe for exploitation, and with WoW's illegal farming/gold selling/account selling markets, I can't imagine how horrible it would be. CoH had nothing compared to the population or the markets that WoW has, and I still remember the siege of people who needed "bridges" for Powerleveling, or other sidekick/examplar exploits. The number of game changes based on such system was huge.
While the ability to team and play with friends throughout the game before the level cap is challenging at best and impossible at worst, I think trying to emulate what City of Heroes has done would be detrimental to this game as a whole.
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