Fine, I won’t do the level scaling. I’ll save it for the optional premium dungeons, like in EBF4.
People like their traditional level ups it seems. I do too, I’m just bored of making the same thing over and over again. Maybe I’ll save it as an option in a future update.
Did you get the inspiration from Sword&Shield Maze from Zelda Oracle of Seasons? because i love that game! :stars:
Your comment about level scaling inspired me to brainstorm for whatever DLC dungeons you choose to release. Including level scaling gives you difficulty paths.
Say you encounter Enemy 1. It’s lv15 with no scaling to player level. Probably by the time the player is lv20 they can smack that enemy good. How can we make this harder?
Say we have Enemy 2. A lv1 player encountering enemy 2 would make it level 15. But if the player encountered enemy 2 at lv60, then the enemy would be lv20. The level scaled slightly. Not enough to really change gameplay, but we have the mechanic. Now we can play with limits.
What level does the enemy start at? This is probably gated to content; the player has to reach a certain level before being able to easily kill a gatekeeper.
Now, say Enemy 3 varies from level 30 to 60 as the player goes from level 1 to 60. The player can beat the enemy at lvl60, sure. But what if they beat the enemy at player lvl 40, when the enemy is lv50? That’s an achievement. Gate an easter egg behind it – if you can’t beat that enemy by the time you’re level 50, you can’t see the easter egg. Nothing gameplay-altering, just a funny cutscene, maybe.
What about Enemy 4 that varies from L10 to L70 as player lvls from L1 to L60? That’s a challenge mob, always 10 levels above the player. If the player beat Enemy 3 before getting level 50, let the player challenge Enemy 4. Or, just put enemy 4 by itself, and give the player an achievement for defeating it.
What about Enemy 5? As the player varies from L1 to L60, it varies from L1 to L90. This is a clock race, a LEGENDARY mob. Gate him behind another challenge mob or three. The better the player is, the sooner they can beat the other challenge mobs, and the more chance they have against enemy 5.
Say the player has to beat one of enemies 6, 7, and 8 before fighting enemy 5, that have level scalings from 30->70, 40->65, and 50->60 respectively as player level varies from 1->60 (the level differences are 30->10, 20->5, and 10->0). If the player isn’t good, they’ll beat enemy 8 before being able to beat enemy 7. Then it’ll be really hard for them to beat enemy 5. If the player is slightly better, they can beat enemy 7 first, and then enemy 5 is easier to beat, but still much harder than enemy 7. If they’re really good, they can beat enemy 6 early, and enemy 5 might actually be easier than 6 to beat.
Let’s do some enemy-ception. I postulate enemy 9, varying from lv30->140 as the player varies from lv30->90. It’s a slightly harder difficulty curve, but the player gets to it in a later stage of the game. Gate it behind enemies 10, 11, and 12, that work on the same curve as enemies 6, 7, and 8, but translated up 30 levels. Now, “beating enemy 9” becomes harder than “beating enemy 5”.
You see where I’m going with all this? There’s a lot of potential here for those 100% completionists (hint: Add stuff in that pushes the completion rate above 100%, like in Super Meat Boy). There might even be masochists who try to beat enemy 5 at the highest level ever (that is, trying to overcome a ‘world record’ for level difference). Of course, this doesn’t account for other gameplay changes like EBF3’s OP poison (really hard to beat the Mammoth without it) or simple gear forging. But still, it’s definitely possible to make some cool DLC challenges out of this sort of thing.
What do you think?
Sigh, I made some errors. :bleh: For enemies 6, 7, and 8, the level differences are actually 30->10, 40->5, and 50->0. Gate the Enemy 3 easter egg behind player level 40, I meant to write. Not 50. It works I suppose, but it irked me.
You know, I am actually interested in level scaling idea, But I think it should only be used on Epic Dificult (it could set level scaling by default), New Game+, or the best way, an option like you said.
It is actually really neat, because it can appeal to:
-Speedrunners who want to finish the game with level 10
-People who want to fight every enemy because money/ap but doesn’t want to make the bosses too easy (level 5 every gear on EBF4 was kinda of a scary experience, becasue I was scared being too overleveled for the final boss and have no challenge.)
(It might be a little too late to say this, but yeah, I am interested)
… Man, there is so many typos on one single reply that it isn’t funny, but you get the point.
ㅣ^ㅣ looks shine and..white! :stars: Hell near by Heaven is very cool! :tongue:
the different level systems is a good idea as a setting, but only beginning of the game
so all who play can choose level-normal or level-scaled enemy system
You should add a hardcore mode that’s just like epic mode, but with a couple frustrations thrown in, such as where if a character dies, it doesn’t revive after battle, but only when you manually revive it with a spell/item, or where you can’t flee from battles at all.
Or you could have it in a possible hardcore mode so that MP and HP don’t regenerate outside of battle naturally, only through food and spells and other stuff. That’d make the game a lot harder but also fun for those who enjoy a challenge.
That jsut makes it more monotonous. I’ve alreayd complained about using items outside of abttle. That’s one thing FF13 got right at least. Make every challenge you show up to fair as can be, i can’t even stand scanning enemies anymore, it’s annoying but.. what can yuh do.
Wait, so, you want us to be able to waste a turn to eat Chili Peppers and French Fries in battle, but while also being completely incapable of eating them while we are out of danger? Huh?
Also, I disagree about the monotonous part. Not healing passively would make people play more strategically, rather than just bum rushing the enemies until one side dies. Besides, this would be a possible hardcore mode thing, not like regular battle. You could just choose to play regular.
True, scanning enemies is somewhat annoying and monotonous, but you can always scan and flee so you don’t waste a turn.
No, in FF13 you automatically regenerate to full health after every battle. In older EBF games you regen health but slowly, very very slowly. And when you tie items in with equipment upgrades it makes it irritating to heal this way on top of going into the menu after each battle and doing it. That is what I complained about. He sped the auto heal up a bit after we talked about it. Think it’s percentage based now instead of flat rate so it doesn’t get insanely slow later on in the game. I would say jsut regen to full automatically though but you have to heal after running through lava and all that maybe.
I would have to suggest allowing level scaling for second/third playthroughs, or maybe for epic difficulty.
YES I love areas where you need a specific number of achievements
more back tracking but it will be fun :love2:
The only reason abcktracking is tedious is because characters move kinda slow. If you have the option of moving to a different area then maybe clicking that exit point should automatically change the area instead of having the characters walk all the way to it. or at least make the change a bit quicker like having it switch while they start walking to it.
Or find a key item that increases movement speed, plus we always have the slime cats! I mean I found that once you had the proper key items and with 13 teleporters EBF4’s movement was super easy, almost too easy, however EBF3 was hell, only one teleporter at the very end of the dungeon, but yeah, seeing some movement speed increase would be cool, but it is highly unlikely (unless it was already implemented) :smirk: :coffee:
I remember mentioning this to Matt a long time ago on here and i don’t exactly remember but i think he said he was going to speed up the character movement a bit. They seem faster in the demo’s but it’s been a long time since i played the older ones.
I don’t quite get why every one is calling these areas new and unique. A) Fire/Ice areas are used all the time in games (Both separate and together), and B) A lot of these areas look like incredibly more fleshed out versions of the areas seen in EBF2. I’m really looking forward to exploring the maps though.
It would be quite incredible if there were areas which needed a specific number of achievements to get into as was in EBF3 which was quite an interesting feature.
Yup, that’s a thing again.
Oh no, as much as I love that feature, your most recent game BH2 has very BSy achievements. I’m somewhat of an achievement hunter and gahd those are hell. I understand if you make hard achievements just dont make half of them heavenly difficulty or speed runs, I hated those… :scared:
Yeha he was tryingf something new, it happens while your making games. Need a quick break an ta test what feels good an what doesnt.
Hi,
I’ve read a bit the different reactions to the idea of level scaling, and there are two things I’d like to point out.
First there seems to be two kinds of people who want level scaling: some want levels to scale up, so that if you missed something in a previous area you don’t just crush everything in your path, and others want them to scale down to be able to skip fights and progress in the game without worrying about grinding. I think the scaling up is rather innocent: you don’t often go back to previous areas, and if you do and don’t want to bother with difficult fights then you just have to avoid the monsters. But if monsters level scales down, then leveling up becomes meaningless, and it can ruin the mood of the game.
An alternate solution would be to rethink the whole leveling system. If monsters states evolve with your, stats become meaningless, so don’t be shy and remove them completely from the game. Characters could just learn new skills, and not gain raw strength at all. This way grinding would give you new tools to win your battles, but the enemies would never obliterate you just because you didn’t grind enough.
What do you mean by scaling down? Isn’t that jsut how the games originally work? You level up and get stronger then the monsters? I’m all for level scaling and I think if Matt pointed out more of the positives of it people wouldn’t even mind it, or possibly even notice it. There’s plenty more incentives already in place to fight more monsters and even more could be added like i pointed out in another post.
By scaling up I mean increasing the level of the monsters weaker than you, and by scaling down I mean decreasing the level of the monsters stronger than you.
Those can be seen as two different things, and you may do one but not the other. I don’t think making weak monsters stronger would harm, but that doesn’t mean you have to make strong monsters weaker.
Oh, i see what you mean. Yeah, I think only scaling up would be best bet. Even more incentive to fight more battles but not required if you know good strategy to beat the ones you need to. Good point.
Hey, don’t mind me am just another fan of the series and just want to comment on news, glad for the progress so far, the level looks great, it a shame that level scaling is opted out, I saw (and I’m sure you may have seen yourself) the idea of level scaling being an option along with other leveling ideas as well i other comments, this can be a lot to ask of one person so I won’t, but it would be greatly appreciated. Can’t wait to see ebf5 in action, I’m mostly curious of the evil forms and NoLegs play style, welp with that good luck and keep up the good work man! :hurray:
I would really like you to implement enemy level scaling
Have each enemy type (and/or zone) have a minimum level, so that the player character can’t just rush through the game.
Then when the player character passes the minimum level for that enemy type, then that enemy type will scale with level
Thanks for reading!
fantastic! the place is so pretty! well, even if you do the level scaling or not…. i will still surely like the ebf 5 :yay: :yay:
Not that none of your other gifs and other sets were worse,but i think that this one is the best so far! I like how its kinda like ying and yang, :love2:
actually tbh as awesome as this place will be i find that this frame has a tad less detail compared to the other ones showcased, but it still looks cool
Okay, so I think level scaling should be used in all optional and premium areas, as well as New Game+, but leave it out of the main story. Also, I love the dungeon, it’s creative and beautiful, who knew Ice and Fire would go together so well (Excluding Super Mario Galaxy’s Freezeflame and Super Mario Galaxy 2’s Shiverburn Galaxy’s). I’m SUPER excited for this game.
Almost 80%…
IM
SO
HYPED
:stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars:
I know! :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars:
I’d love level-scaling as an option for speedrunning and getting to my favourite bits.
Even though I am still against the idea of level scaling, a lot of people seem to like it, so maybe make in an option at the start of the game, like in the menu when you choose the difficulty when making a new game, and then you can add an achievement for beating the game with and without level scaling on, to add almost two different ways to play the game. It would also be nice for an option because some people like to breeze through the game while others prefer to play it differently, plus it can be a thing for newgame+ because that makes it harder, but make it an option as we still seem to be at a debate, anyway love the new area, reminds me of the frozen volcano a bit from EBF3, well yeah love your good work and keep it up! :smirk: :coffee:
Hey matt, i’m sorry you couldn’t do anything new, personally it sounds like an amazing idea to scale dungeons.
You can really see the extent to which you have improved, honestly i’m so impressed by your artwork and ability to communicate with your fans
Keep up the good work
Yeah, I agree with applying level scaling to only the dungeons. That’s a feature that works well in side areas with the express purpose of being challenging. When it’s applied as a blanket application to the entire game, it’s an annoying disaster.
Sidenote…you guys are making me want an achievement in-game for beating Epic Godcat at lvl 30 ;p
Actually that’s a serious suggestion – have you considered putting in achievements for killing xyz bosses at lower levels? This would present another ‘challenge’ for players who already beat everything and therefore already know the general boss strategies..in addition to stuff like EBF4’s boss/monster rush premium content.
Eh, unless you can purposefully reduce your own level, this is a bad idea. Can you imagine spending 40 hours on the game before you get to the boss, only to realize you are locked out of an achievement simply because the optional bosses give you just enough exp to bump you to the next level? It is like you are punishing people for seeking out optional content.
Beside, I am not even sure if you can beat Godcat epic at level 30. Yes I tried, but I gave up after 10 failed attempts (each attempts took me 2 hours). The destroyer bite attack just deal way too much damage that even Ancient Monolith is not enough to survive. And supernova is another potential team wipe although at least you can debuff him before that point. I basically blow most of my limit break, most of my SP and half of orange juices supply just to get through wave 4, and then wave 6 comes and I always lose, if not from the first 2 turns (after turn 1 I would usually be left with 2 dead teammate and Anna on 1 HP, and I am staring down a gigantic Holy cannon and a very angry skull :scared: ) then it would be because one of those unlucky turns they both perform their physical attacks at the same turn. It doesn’t matter if I tried taking out Creator first or Destroyer first, it just seem completely impossible. So yeah if someone did it, I would like to see it.
Oh, i replied to your other post thinking you beat him at 30. Best bet is replay it until you get lucky with his element. Poison and auto regen with highest damage buff equipment possible. You can run him down pretty quickly before his attacks get insane but you have to get insanely lucky with evasions. Equip your 4th character with damage resistance so they can servive a wipe plus mroe damage and can get everyone back up. It’s been a long time since i tried that fight but even after leveling up you still need some luck to not die in it. Sometimes it seems easy as hell and other times it’s like, how is this even possible.
Wait, what? Why would you not do level-scaling? I am very sure that people who don’t like level-scaling is an extremely small minority of EBF players. People don’t play EBF for the story (which is barely more complex than Mario’s), they play for the challenge. And when you give people the in-game options to make things easier, it makes it hard to tell what is the expected level of challenge there is. When I face Akron at the end of EBF, I know with completely certainty that he is beatable at level 30, because the game give me no choices to make the game easier by grinding. But Godcat? When I face Godcat, the team was at level 30 and to this day I don’t know if I am supposed to beat Godcat at level 30 or if level 34 is required (which is the level I grinded up to in order to beat Godcat).
And I know the usual complain about FF8 level-scaling system is that you don’t feel stronger when you level up. But this is complete nonsense, because you ARE stronger in spite of monster stats scaling up with yours: higher level monster have more useful spells to draw, which can be junctioned to give even better stats, and also can be used in battle to give you more strategic options; beside, you are also leveling up your GF.
Anyway, if you don’t do level scaling, I would suggest the following:
-Level locking: you are prevented from leveling up beyond certain point until you beat the boss of the area. Players should be informed of this of course to avoid confusion and wasted time.
-No respawning until boss is beaten: the area’s monster do not respawn until the boss is beaten (once you beat the boss, monster will respawn normally). This explicitly tells the player that they should be good enough to beat the boss once they beat everything in the area. Sure the player can still grind the previous area, but exponential scaling means that it will be extremely in effective (to facilitate this, make sure that EXP for next level should be like 100x more than EXP for previous level).
-Automatic permanent stats item consumption: since permanent stats boost are tied to each players, there is no points in requiring the players to consume it. Giving an options just make people confused: am I supposed to be able to beat the boss without it, or is it just there to turn the game into easy mode?
If you rush to Akron and kill him at the lowest level possible by putting it on easy mode, then in new game+ you switch it back to epic you can not kill anything, even the slimes, it’s pretty hellarious. Think minimum is 28 or 29, i forget. But yeah, I had to grind to about 34 to win on epic too. And those white bears can drop attack boost items.
If everything is going to scale you can just throw XP right out the window. Unless summons (and items?) power is still locked to character level. Maybe adding something like additional equipment slots for accessories when you hit certain levels would be good.
The level locking didn’t go over too well with people in FF13 but that also didn’t have a difficulty setting like this one. I didn’t mind it at all and they even let you keep the extra XP if you went over the limit. Don’t think this would work too well here though, at least not as well as scaling.
No respawning I don’t think will work either because of the capturing mechanism of monsters. If you need to capture one before a boss you only get one shot. Being overpowered or grinding isn’t the issue anyway. Even on epic you never really needed to grind til the final boss in older installments.
I don’t like the auto item consumption myself but i can see the point. I do no stat boosting runs is why i’m not thrilled about that. Maybe an option to turn it on and off if the interface isn’t already too cluttered. Or possibly don’t group them in with other items inside chests and whatnot so you can skip getting them if you want without missing anything else.
I would like to see level scaling the more i think about it. Especially since he can change how monsters behave as they level up with you, adding better items to their drops and giving incentive to fight them again, especially in new game+ where maybe upgrading your equipment and everything can go past the maximum in the first run? I jsut don’t want to see him cave in because a bunch of people who didn’t give it any thought came in an told him it would be horrible. You don’t even need to mention it in the game and no one will even notice their first play through.
Ah I never did that so thanks for the perspective. I played Epic on first run and kill Akron at level 30, but not before 10 failed attempts. But the only reason I keep trying is that I know he is supposed to be beatable at level 30.
That was what I said before. You still gain more power as you level up, but the power come in a horizontal manner (more options to use), rather than pure stats power. This way the fight won’t be unbalanced, you just have more options of how to approach it. In EBF4, I literally use a new strategy for each boss each new game, because now I have enough AP to learn a different sets of skills to try out another strategy, so even though the boss is now higher level to match the party’s level, I still benefited from level up. (there is no level-scaling in EBF4, but unless you specifically grind or do some sort of exp manipulation, there might as well be level scaling since the enemies will match your level pretty well)
You have to consider the different audiences for FF games though. FF games are known for deep story, and since they are also an AAA games, it tends to attract a wide range of audiences, including a lot of people who might be there just for the story and don’t like the gameplay, and people who isn’t good enough at the gameplay. Of course they will get very annoyed when the easy option is taken away. But EBF is not played for the story, it is for the combat. If you are just going to trivialize the combat entirely, what is even the point. To quote Anna (possibly mangled) “I prefer to beat the game through strategy rather than stats”.
You got the point there about capturing. But on the other hand, I don’t think summon will be of much use though. Of course the mechanics would be too different to really compared to EBF4, but my experience with EBF4 is that most summon are optional stuff that just make the fight slightly faster, and the only one that is required would be the defensive one (really, just Ancient Monolith and Kitten Fort). I think you can certainly allow them to be available early in the game, perhaps as monster in the starting town or something, so that they can away be captured.
The only reasons why you can beat the game on no stats boosting run is because the game is literally balanced around not using any stats up items. Since Matt the creator cannot possibly know how you build your characters, and since the consumption cannot be undone, he can’t assume that you have your stats in the right place, so the game is made so that you can beat the battle without stats up. This is why, if you use stats up, battle become a joke. But now that stats up are bound to each characters, he can in fact assume that you have all those stats up are used and balance the battle around that. The boss might not even be beatable without stats up. So might as well auto-consume them to avoid the situation where the player might not use the stats up and keep failing at the boss thinking that they are beatable without stats up.
Yes, this is how it should be if he decides to do level-scaling. Monster do change as they level up too, so levels is not pointless.
Yeah, but i’ll still beat it on a no stat run either way somehow, i also combine this with no weapon upgrades and minimum fights and such to see how far i can push it. I only ever used summons for the auto regen and kinda balanced my moves around it. Just too many summons to memorize and use effectively, thought that was the best option. The way the capturing is, if there isn’t a medal for it, i’m probably just going to ignore it entirely first playthrough.
After doing a lot of low level runs i can say there is always one best strategy to any boss fight. And it’s usually pure power hits to the face while not having to heal each turn. In EBF3 the last few enemies had a couple different approaches to them, you can use natali’s weapon attacks for doom, or syphon, or a few other things. But other then that it’s usually jsut match the element to what they get the most damage from. That mammoth is still bullshit btw, Matt. Damn that mammoth. Ruined so many of my runs.
If he doesn’t use scaling he’ll jsut balance it the way he always has which is fine. It gives you the ability to create your own challanges if you need. And props on that level 30 kill, i don’t think i ever managed that.
Can’t reply to your other comment, probably there is a limit. But I misunderstood your post I thought you were still talking about Akron, yeah I only beat Akron at 30, not Godcat. Though I don’t understand what you mean by “get lucky with his elements” for Godcat, he doesn’t have random elements like Akron. Based on my experience, you probably need at least level 31 to beat Godcat, because that is when Godcat no longer one-shot the whole team if you do proper buff/debuff and get lucky with debuffing (Lance’s quake maker+weakness flair+sanddune level 4= :yay: )
Still, I am not sure how “go all damage strategy” work. They never do for me, since blowing all limit breaks on the boss is not enough to kill them, even with proper buff/debuff. So you still need to survive a lot more turns and hence need good defensive.
Yeah the comments only extend so far to the right until you can’t reply anymore. But i meant the level 30 kill on godcat, i misunderstood. Akron switches up his element and I remember equipping for only big damage on one or 2 of them. And poison didn’t exactly do much so I had to get lucky. But i mean the strategy was usually to buff up damage and either evasion or defense and go all out before a boss can wear you down to where you need to start healing every turn because it’s usually just downhill from there. So many battles i depended on Lance’s big area clearing missile to RNG for me. Ahh the good times. Other then that I generally jsut equip for 2 people to do massive damage each turn and keep buffing or whatever with the 3rd. This usually requires sacrificing a lot of defense for pure damage though but it worked. Feeding Matt all your damage boosters and giving him rage or what ever does wonders against most enemies. Put him in the 3rd spot and let your other guys AOE the weaker enemies down before he moves in for the pain. So many sawblades, so little time.
One other thing, i doubt matt ever beat EBF4 mountain without stat items. Try it, it’s almost impossible. That stupid ass rainbow boss kills all. SO much luck man, so much bullshit.
Naw, a majority of players are against level scaling. It’s a bad idea, and it has ruined many RPGs over the years; not just FF8. In fact, I’d go so far as to say that level-scaling is an abject abomination; a disease that has plagued the RPG genre. It must be destroyed for the good of all mankind.
i grinded to level 34 aswell to bet god cat on epic
Man, I love the fact that the chests are slightly different colours on the left and right. That’s a really neat little detail!
Quick question, Matt. Did you get the name idea from freeze flame Galaxy from the first Super Mario Galaxy game?
Yeah.
:love: I love that game and that galaxy, you gained 1290xp
Matt, I have an idea to compensate for the level scaling. As I said before, this game is probably the only rpg I’ve could think of where it would work well. Especially since you can choose when to fight battles, they aren’t just random events on the world map and stuff. But what if, and I know this is a big change. But what if when we capture monsters they are added to our collection and we can use them unlimited like in the old ones with the SP bar. But they would gain maybe additional abilities or effects the more we use them. Think this would kill 2 birds with one stone since using items in these games always irked me because they are tied to weapon development. And you have even more reason to fight battles even though you wouldn’t gain levels. I mean honestly, how many people go back and just wipe the floor with monsters for luls anyway? I think as soon as people seen level scaling they jumped to comment without really thinking through how much it would barely effect the game. Even I said I didn’t prefer it but that was mostly toward other games where it was implemented for no real reason. In EBF5 it makes sense.
But anyway, I understand wanting to change things just to freshen things up. It gets stale after a while. I can’t imagine working on a project for a couple months let alone a couple years. The grind man. Is there a place to have more open dialogue about the game other then this comment section? I can draw you up ideas for puzzles and stuff or test some fights for you. I’m more then happy to do it for free with no credit given. Your games have brought me so many hundreds of hours of joy and a belief that good RPG’s can still be made. You have my email if you ever want to contact me I think. Either way, cheers to you man, and just do what feels right.
Also as a side note, because I always think of more to say after i send my comment. When I played through past games and missed chests. When I went back to get them and they were guarded by monsters I was usually much stronger then when i could have gotten them earlier and the fights are a breeze. Which makes me wish I did them earlier, just another reason level scaling would be a welcome change. Even the secret areas in EBF3, although skippable by running from battle, were a breeze once I actually managed to get the medals to unlock them. And it kinda felt like I missed a battle that could have really challenged me. And I’m one that loves tough battles and like to try every fight in the game even if it’s just a random monster not guarding a chest or blocking a path. This would make it easier to try them all without worrying about making later fights cakewalks. I think if you asked this question again with this understanding of the effects it would truly have people would reconsider their position on level scaling in this game.
I did it again, sorry for so many comments. Is there going to be New Game+ in this? I wonder how scaling would work for this if the aim is to make it more difficult or jsut to allow you to accrue more items then 1 play through. Would be nice if after you finished the game the first time you can start a fresh new game+ from the main menu without tying it to a save file. Possibly with options like full equipment and 99 of all summons options. Or based on what you accomplished in the main game before beating it we can unlock these additional options for new game+.
Check out the Discord server if ya wanna chat with people about this stuff!
make leveling up hard that would be nice :stars:
Matt can you say when you expect to be done with the last 22% ❓
Reminds me of Punk Hazard a bit. :shades:
Love the unique place
BTW love that scaling is gone but an idea would be that enemies at lower levels have less chance of dropping good items like the crystal golems in EBF4 as i would go back there and grind mithril and sell it.
So theres and idea
NO! My LEVEL SCALING! 😥 I WON’T BE ABLE TO FINISH THE GAME AT LEVEL 4 THEN. 😡 😥
by the way it looks cute
Looks cool! Also i am glad that you wont do that level scaling, i think it’ll really ruin the game :stars:
Having level scaling as some sort of new game+ option would be neat.
:stars: Yes. Kind of like in the Borderlands series. That would be great!
They didn’t do it properly in borderlands so i wouldn’t use that as a reference point. It made co op almost impossible to play unless you were exact same level as everyone else on playthrough 3.
Or if the highest difficulty level scales that would be neat
This place looks so unique! I love it! :love:
WO JWAIOOOSA cool