Yeuuuup, this exactly! Some of my most memorable moments throughout my time in MMOs came from the stark disparity between high and low levels. I remember being a noob in the original Guild Wars and asking for helpā¦ and how much of a game changer it was when a friendly higher level player decided to offer a friendly hand (despite getting very little in return), and steamrolled me through those challenging enemies. Or how cool it felt to have a friend join the game, and to be able to take them under my wing and easily protect them out in the dangerous world, as they were gradually leveling up.
You may say that teaming up with a stronger player and steamrolling enemies kills the gameplay, but actually it does the opposite - it brings in a new, emergent, social gameplay factor. If high and low level players work together, itāll be out of friendliness and support. Maybe you canāt count on this in all MMOs, but so far, VR game communities tend to be much more supportive and less toxic than most traditional games, largely because of the voice chat and sense of presence that VR gives you.
In traditional games, maybe you did need to implement level scaling, thereby sacrificing emergent social support to get strangers to team up once in a while. But - and the constant anti-level-scaling posts I see on here support this - I donāt think Orbus needs to make that sacrifice. Let weak players be weak, let strong players be strong, and they will still team up and help one another out. When the strong players get bored, theyāll make some newbieās day by trucking them through some difficult areas. When the newbie experiences this, heāll be moved by the supportiveness of the community, and be motivated to keep playing so he can get to the power level where he easily steamrolls overworld enemies and can help newbies out as well.
Maybe leave level scaling in dungeons but thatās it.