I think the dungeon instances should utilize some sort of difficulty scaling relative to the amount of players in the dungeon. I typically play with a group of friends - we run our own primarily PvE server - and it’s pretty tough to find the “ideal” group size for most dungeons. Sometimes dungeons are too easy for a group, other times dungeons are challenging with four players.
Many people of course play the game only in singleplayer. Balancing a boss without scaling to be doable for a solo player but also interesting and challenging to a group of five is a really difficult, if not an outright impossible task.
The scaling could either work according to how many players of the same clan there are in the dungeon or just take the total amount of players in the dungeon. There are some potential problems with exploiting - for example, what if players deliberately go in the dungeon without claning up to have an easier fight? Or what if players grief others by going into the dungeon and just afk’ing there in an inaccessible corner to purposefully make it harder for other players? I’m not sure how those could best be solved, other than making the dungeons into instances that are e.g. shared by a clan.
Anyhow, I think this would help a lot with balance. Thanks for any consideration!
Well, dungeons are already separate instances from the rest of the map. You just need several copies of them.
Is scaling a good suggestion? I think it’s at least a point to discuss.
Is it really fully necessary to have separate instances? If the scaling simply happens according to how many players of the same clan are in there, wouldn’t that be enough? One might assume that members of the same clan are fighting together.
Though, that said, I don’t really see why dungeons should absolutely not be separate instances. You can’t build in them, so you can’t hide a base in there. Would there really be a big harm if they were separate instances per-clan?
I know this functionality from Guild Wars 2. Each World Boss scales with number of players involved in the fight. And player power is also scaled to the part of the map you are playing. It’s a nice way to balance and it plays well.
But GW2 is not open world. All parts of the map are separate instances.
So I think YES you would need to separate.
In the case of the open world in GW2, there’s instances simply because the game can only support so and so many players on the same map. That’s already true for Conan Exiles - servers can only take so and so many players.
The bosses and certain monster spawns in Conan Exiles could scale simply by how many players are near to them.
They should give each entering warrior a choice to try a different mode, most level 60 players find dungeons too easy, and they are. aside from the champion the warmaker dungeon is too easy, would love to see some harder working for that and by trying hard mode, drop chance of rare weapons increases that would be awesome then…so i agree the dungeons are needed for a mode choice if possible
They’re not. The dungeons exist on the same map as the rest of the game world, just in spots that are impossible to reach otherwise (basically, outside the green wall). All players entering a dungeon enter the same dungeon. So it’s not as simple as copy-pasting instances.