When the devs were originally considering the level scaling in Reborn, it was presented as a way to allow players to play together cross-level (so a level 20+ can join a level 5-10) to reduce the strain on the community caused by large level gaps. The same is true for the redesign of Highsteppe as the central quest hub - more ability for higher level and lower level players to meet up - and for changing the quest layout to not be focused on one MSQ.
What the past betas have shown, though, and particularly this latest one since the vast majority of the quests were available (up through level 25), is a continued disparity not because of the inability to fight similar monsters, but because of the way quests are handled. Instead of being blocked by enemy levels, weâre blocked by the locked quests. Each level (at present) gives a set amount of quests, virtually all of which are needed to advance the level, with no repeats until level 30 (which we should see in this next beta or at release). The needing every quest to level thing is also an issue for those who canât do certain types of quests or just arenât interested in them.
So instead of saying, âRainforest - level 7-10 monsters, stay away until youâre that levelâ, weâre stuck with âflooded rainforest - this is all youâre going to do between levels 5-8 because you wonât get any quests elsewhereâ. Effectively, if youâre within the level range of a set of quests on your highest level class, youâre doing those quests in whatever zone youâre being sent to. Nobody higher or lower level will be joining you on your quest (unless theyâre helping out of the kindness of their hearts or they got stuck and couldnât complete the quest on-level).
Potential Solutions:
- Make each quest completable (i.e. able to be turned in) once per class. - this would mean each person could turn in the same quest 8 times. It might mean some individuals taking advantage and raising their lower level class by questing on their higher class, but (a) that already can happen to a large degree and (b) theyâre still doing the quest and can only turn each one in once per class, so the exploit isnât exactly terrible. This would also resolve the issue of not having enough quests to level each class, but depending on how itâs implemented may or may not fully resolve the problem of questing with lower level players.
- Pick a set of quests each day (or week) randomly on each level region to make âdailyâ quests (or weekly). I.e. decide to repeat 2 random quests for levels 1-5, levels 6-10, levels 11-13, etc. from the set of quests. This way, when someone logs on and wants to get some experience on their level 20 character, they can pick up the quests they feel like redoing for each of the level groups and can join others doing the same.
- Revise a subset of quests to be permanent repeatables, like monster capture quests or public event quests or kill quests, where you can keep doing them. This will allow higher level players to join lower levels, but would also cause significant potential for advantage to be taken.
- Same as solution 2, but using rep level instead of max character level to gauge which quests to provide. So the critter capture vendor reopens quests that were available at a couple different rep levels each day.
Anyone else have some ideas or thoughts on this?