Beta 2 Matched/Unmatched Content Feedback

Hi everyone - we’ve made some sweeping changes to the way enemies scaled to your level and how your character reacts to it. You can read the full patch notes here but the passage regarding this is such:

Matched and Unmatched Content

Based on the feedback that we received from the community during the last test, we are making some major changes to the way that combat will work in the overworld in Reborn. We are calling the new system “Matched and Unmatched Content”.

Matched Content

Matched content will replace the old dynamic scaling system that we were previously using. This content will still scale, but it uses a new system that scales from -4 to +4 levels relative to the monster. As an example, if there is a monster that is Level 20, and you are Level 5, your damage will be scaled up to do the “minimum” damage of a Level 16 against that monster, and the monster’s damage will be scaled down to do a “maximum” of Level 9 damage against you. You will see these monsters show up in the world as either “Very Easy” (-4 or lower), “Easy” (-3 or -2), “Even Match” (-1, 0 or +1), “Difficult” (+2 or +3), or “Very Difficult” (+4 or more).

This system preserves the desire of the community to have a power fantasy while leveling. Rather than having all monsters in the overworld be “the same level”, we have gone back to a more traditional MMO setting where the monsters in the zone closest to Highsteppe are Level 0-3, then farther away they are 4-6, etc. all the way to Level 30 in the farthest zones. This means that a new player starting the game will essentially be facing a world full of “Very Difficult” monsters. As they level up, more and more of the world will open up to them and become an “Even Match”, and then even “Easy.”

However, by capping the maximum difficulty at a -4 disadvantage, it should still be possible for newer players to be escorted by higher-level players into some of the farther-out zones. So for example if you have a new player who has a mission that you also have, you can do that content together without the newer player being one-shot. The goal is to make it so that Very Difficult content is essentially impossible to solo, but a group of players could tackle it together.

Likewise, as a solo player you should now have no problem going back to lower-level zones without fear of the monsters giving you much trouble, although you will still not be one-shotting them, and fighting 3 or 4 of them at once would be a bad idea.

Public Events, Dungeons, and many overworld areas (such as those featured in monster hunting missions) will feature Matched Content creatures.

Unmatched Content

Unmatched content, on the other hand, is content which has been assigned a specific level and which will not scale at all. So if it’s a Level 30 monster, and you are Level 5, you will be killed before you have a chance to really do anything. On the other hand, if you are a Level 30 coming back to harvest resources guarded by Level 8 unmatched enemies, you will have no problem dispatching them quickly and easily.

The overworld will now feature some unmatched content as well. In particular, places where there are monsters guarding resources such as ore or harvestable ingredients will feature unmatched content. As another example, there is now a giant corrupted nature brute which wanders around in the Highsteppe area. This mini-boss will not aggro players unless attacked first, but it is a high-level unmatched content creature, so it will require a high-level group playing effectively to defeat it. Unmatched creatures have a special symbol in addition to the difficulty symbol on top of their healthbar.

Our goal with this content is to provide a further version of power fantasy, in that there is now content in each zone that you can’t do the first time through, giving you something to look forward to as you level up and come back to tackle these tougher challenges.

In addition to this overworld content, Shard Dungeons and Raids will be unmatched content.

Testing This Content

In the current Beta, the level cap is 15. We want to show a “slice” of how this new system will work, so basically we are treating Level 15 the same as Level 30 would be in the full game. As such, you will see the wandering giant is around Level 15. The first zone goes up to Level 5, the next to Level 10, and the last to Level 15. These may not be the actual spreads as they will exist in the final game, but hopefully that should give you an opportunity to level up to “max level” and then return to the starting zone and get a feel for how the content will change as you advance through the world.

Note that we are not planning to wipe characters from here on out until we reach a point in the Beta where you can import your existing characters from the main game, so if you put in the time now to get to 15 you should be good to go for a bit.

Play around with the system for a while, get some levels and let us know what you think about it, particularly compared to the first Beta session’s system. Thanks!

This thread got somewhat burried. Here a few points regarding monsters (not only exactly on topic):

  • Love the mini boss, very good idea to not make him attack unless attacked first, also trolling is hardly possible since it focuses aggro on the attacker
  • As well as events, very very nice ideas with the crystal throwing and all; I think these are really nice spontaneous gathering points, even better than current world bosses in the Original
  • Level-Scaling: Better than before but playing solo there is still an incentive to just grind a spot over and over, waiting for respawn, for quite some levels instead of exploring the world, goin from pack to pack moving up like it is in the current Orbus. Not sure about that, though currently it is the only way due to lack of a bunch of packs for every level range.
  • Diversity: I really like the attack-mechanics like dodging, moving away from explosion etc. Very cool! But as diverse the mobs abilities are as boring and similar they look from the outside, I do hope colors and textures are added later. I miss the colorful diversity of the original, not only regarding foliage but also regarding the monsters.

I think it’s a little tough to give good feedback on this while the classes haven’t been balanced. People are having different experiences with the process depending on the class they are playing with. Sometimes it felt fine, and sometimes it didn’t feel great but I couldn’t tell if that was the level scaling or the lack of balance. Too many variables happening with different classes being different levels in the party.

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True, plus we are flooded with potions which many are drinking since likely all gets wiped before next Beta. Yet the points I stated are all very general, it doesn’t matter how balanced classes are. As for level scaling, if I can gain like only 2 levels at one spot - for example Bunny meadow in the original Orbus - I need to move to another area or type of mob pack after. If it’s scaled over 8 levels I don’t have to do that or - in the current Beta - don’t have many possibilities to do so, even.
Currently I am overly glad once I found a good “spot” with yellow or pink solo mobs, staying there fighting same couple of mobs over and over for hours, due to lack of alternatives, this is something I hope is changing in the final game.

Yeah we will do a better job with the spawners and making sure less is in groups and packs. It’s pretty haphazard right now.

The XP curve is heavily balanced around missions once you get to like Level 7+. So we haven’t worried as much about people staying in one spot grinding mobs as basically if you do that it’s going to take way longer than doing missions would, and the missions make you go to different spots to do different things. But yeah, we’ll see how that all plays out as Beta progresses and the mob spawners get adjusted properly.

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