The only MMORPG I have experience in is FFXIV, so I'm used to new areas not being released until the level cap is increased accordingly. This is only if the developers wanted to block off parts of the world until later, though. Is there anything I'm not considering here? Which of these seems the most plausible? I'm leaning mostly towards keeping the enemies levelled above maximum, and maybe increasing their stats and detection ranges just to keep players out of where they shouldn't be. One of the Genii in season 3 is over level 120, if I remember correctly, so the developers could have just kept level 70 enemies around when the level cap was 50 to keep players out. Theldesia is familiar with superbosse, kind of. The other two solutions I can think of would be invisible walls keeping you from going into undeveloped areas (unlikely, since it is confirmed that a computer was used to randomly develop sparse areas) or by having enemies be at their high levels, even if the level cap for players is 50. I feel like it would be boring if enemy levels were just increased depending on area, but I don't know many other ways to keep the far corners of the world accessible yet difficult to find. I just want to know what the most likely way high level areas were kept interesting throughout the 20 or so years Elder Tale has been around. We also know that there are areas where enemies are over level 50, but this is after the level cap was moved up to 90. The level cap when Elder Tale first came out was 50, and so all content was balanced around that. Wait, I'm noticing a trend.We know the Half-Gaia project is the system Elder Tale used to have a map that looked like Earth, but how did the map being complete from the start affect enemy and level placement once expansions that increased the level cap came out? There seem to be many games based on enthusiasm for beer, coffee, whiskey, spicy food, wine. To be sure, we adore Food Chain Magnate, but that is not parasitic upon our sincere appreciation of (say) lemonade and pizza. We sometimes don't understand the appeal of food-based games, friends and neighbours.
0 Comments
Leave a Reply. |